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50411 new strings found:
ID: 0^10
Strength is one factor in determining how much damage you do with weapons and special attacks. It directly affects the amount of weight you can carry before suffering penalties. It also increases your chance to gain Offense and Bash skill points.
Tradeskills: If your strength is higher than your intelligence or wisdom, it determines how quickly you gain skill in Blacksmithing.
ID: 0^11
UNKNOWN RACE
ID: 0^12
UNKNOWN RACE
ID: 0^13
NOCLASSERS
ID: 0^20
EverQuest
ID: 0^27
ID: 1^5
Aegolism
ID: 1^7
Oops
ID: 1^8
The strength of the Human race lies in its diversity of thought, belief, and profession; though they tend be weaker than many other races. They have no particular specialty with the sword or arcane magic. While that is true, Humans are cunning and possess great ingenuity, which gives them an advantage. The Human mind is sharp enough to adapt to nearly all forms of study and this gives them a great range of options when choosing a profession.
ID: 1^9
Warriors are the masters of armed combat and defense, taking the point in battles and going head-to-head with the most dangerous creatures of Norrath. Warriors are a melee class with the ability to wear plate armor and wield all types of weapons.
Warriors build their strength and stamina to unheard of levels, making them far hardier than any other class. When combined with their heavy armor and excellent defensive skills, warriors are unmatched in their ability to survive the most brutal battles. Warriors train themselves in the skills of combat, mastering the use of all weapons and tactics. Warriors also learn to taunt their opponents, making themselves the focus of all their enemies' attacks, allowing the less resilient members of their group to remain safe from harm.
Warriors are often the cornerstone of a good group, providing a strong defense while also dealing heavy damage to their enemies. Warriors fare poorly when adventuring alone, and are an excellent choice for those who enjoy grouping and taking the front line in battle.
ID: 1^10
Dexterity affects your chances for special melee abilities such as combat effects and critical hits. It increases your chances to gain points in most combat skills. It is also a factor in determining how much damage you do with throwing weapons and archery.
Bard Only: High dexterity decreases the chance you will miss a note while playing a song.
Tradeskills: If your dexterity is higher than your intelligence or wisdom, it determines how quickly you gain skill in Fletching and Make Poison.
ID: 1^11
Human
ID: 1^12
Humans
ID: 1^13
Warriors
ID: 1^15
With the exception of a few seedy characters, Qeynos is a fairly safe place for Humans on the west coast of the continent of Antonica. While many Humans live in Qeynos, they can be seen wandering all over Norrath, particularly in the port city on the eastern coast, called Freeport.
ID: 1^16
1 (General: Single Stat)
ID: 1^19
Quest Only
ID: 1^20
Ruins of Kunark
ID: 1^24
Passive
ID: 1^25
This stance requests that your mercenary assume a passive role in the group by neither engaging the enemy nor coming to your aid in times of need.
ID: 1^26
This stance causes your mercenary to neither help you nor engage any enemies.
ID: 1^28
Test menu item
ID: 1^36
General
ID: 2^1
Innate Strength
ID: 2^4
This ability raises your base Strength by 2 points for each ability level.
ID: 2^5
Agility
ID: 2^7
Wayfarer's Emblem
ID: 2^8
The hardy race of Barbarians, or Northmen, use their wisdom and formidable brawn to defend honor and justice. Their magnificent stature is a sight to behold; even more so when it is unleashed in battle. Barbarians are one of the tallest races to walk the lands of Norrath.
As a tribal culture, Barbarians are a little rough around the edges when it comes to interactions with other races. Even the Barbarians' mannerisms and features have a rugged quality.
The Barbarians consider themselves superior to other inhabitants of Norrath, particularly the Teir'Dal and Erudites, which are viewed as pathetically weak. Barbarians have a special place in their hearts for the Dwarves of Kaladim whom they view as steadfast and brave. The high quality of Dwarven mead may also have some influence on the cordial relationship between the two races. Ogres, Trolls, Dark Elves, and the other evil races are hated, as they directly oppose the Barbarians' sense of justice.
ID: 2^9
Clerics dedicate their lives to the gods of Norrath, gaining magical powers in exchange for their faith and service. Clerics are primarily a magic-using class, with the ability to wear plate armor and wield blunt weapons.
Clerics gain powerful healing and enhancement spells, greatly increasing the health and defenses of their group, while keeping them healed in the most dangerous battles. While other priest classes have healing spells, no one can match up with the power and efficiency of clerical healing.
Clerics are potent enemies of the undead, able to channel their holy fervor into highly destructive banishment spells. Resurrection is also the domain of the cleric, allowing them to bring their fallen companions back from the dead without the normal penalties for death.
With a few exceptions, clerics are dependent on being part of a group. But they are highly desirable group members. An experienced cleric is a great benefit to any group and is an excellent choice for the social player.
ID: 2^10
Agility is one factor in determining your avoidance--how often NPC's will miss when trying to hit you. It also increases your chances to gain points in some combat skills.
ID: 2^11
Barbarian
ID: 2^12
Barbarians
ID: 2^13
Clerics
ID: 2^15
With the exception of a few seedy characters, Qeynos is a fairly safe place for Humans on the west coast of the continent of Antonica. While many Humans live in Qeynos, they can be seen wandering all over Norrath, particularly in the port city on the eastern coast, called Freeport.
ID: 2^16
2 (General: Multiple Stat)
ID: 2^19
Progression
ID: 2^20
Scars of Velious
ID: 2^24
Balanced
ID: 2^25
This stance requests that your mercenary assume a very defensive role in the group by focusing their efforts primarly on actions designed for survival.
ID: 2^26
This stance causes your mercenary to focus primarily on protecting its allies.
ID: 2^36
Tank
ID: 3^5
Alliance
ID: 3^6
Summons your target's corpse to you. This spell works on characters up to level #1. Consumes a jade inlaid coffin when cast.
ID: 3^7
Coldain Historical Seal
ID: 3^8
The Erudites trace their ancestry back to the great mage, Erud, who led them to Odus. They are descendents of the original humans on Norrath and inherited the best of human intelligence. Their extraordinary acumen came at the price of thinner, more delicate bodies. Erudites reach about six feet tall, with some of that height attributed to their high foreheads.
Unique accomplishments with magic and study have understandably led the Erudites to believe that they are the most intellectually superior race on Norrath. They are known for their serious demeanor.
Most Erudites spend their days absorbed in books and tomes, or magical contemplation, and they typically do not involve themselves in matters that do not directly affect them. They often pay no regard to anyone that hasn't achieved intellectual accomplishment. That in mind, Erudites do not associate with the evil races. Even the Erudite Heretics of Paineel are not fond of Dark Elves, Ogres and Trolls.
ID: 3^9
Paladins are holy warriors who use blessed spells and strength of arms to fight the evil and undead of Norrath. Paladins are primarily a melee class, able to wear plate armor and wield many kinds of weapons.
Paladins are able fighters and battlefield healers whose combat spells focus on stunning enemies and smiting undead. They also have several spells that increase the health and armor of their allies. Every so often, paladins can lay hands on themselves or their friends to instantly grant a powerful heal.
Paladins are the greatest force against undead. At higher levels they gain special abilities to smite these foes. Paladins also gain a limited ability to resurrect their fallen friends with lessened penalties for death.
Paladins can sometimes work alone, healing themselves with magic, but in a group a paladin really shines, going head to head with his enemies and occasionally falling back to heal. Players who like to engage in melee fights but want the options spells provide will find paladins a great class to play.
ID: 3^10
Stamina increases your maximum hitpoints. Different classes get more hit points per point of stamina than others. Stamina also determines your maximum air supply when you are underwater or in an airless zone.
ID: 3^11
Erudite
ID: 3^12
Erudites
ID: 3^13
Paladins
ID: 3^15
Surefall Glade near Qeynos in western Antonica is home to the human and half-elf rangers, and the druids of Karana. Known as the Jaggedpine Tree Folk, these druids and rangers operate under their own rules and have a tendency to revere and respect nature.
ID: 3^16
3 (General: Spell Effect)
ID: 3^19
Shroud - Passive
ID: 3^20
Shadows of Luclin
ID: 3^24
Efficient
ID: 3^25
This stance requests that your mercenary assume a very efficient role in the group by focusing their efforts primarily on using the most efficient means possible.
ID: 3^26
This stance causes your mercenary to focus primarily on efficiency and preservation of resources.
ID: 3^36
Healer
ID: 4^5
Animal
ID: 4^6
Focuses mana into the form of a waterstone, allowing the user to breathe underwater for extended periods of time.
ID: 4^7
Vibrating Gauntlet and Hammer of Infuse
ID: 4^8
The Wood Elves, or Feir'Dal, are more accepting of others than their cousins, the High Elves. Like their Elven cousins, Wood Elves only reach about five feet in height and have very attractive and subtle features. Their skins are tinged an oaken color so that they blend with their natural surroundings in the forests.
Wood Elves generally regard those who respect nature as friends, especially rangers and druids. The Wood Elves believe in co-existing with their natural surroundings as opposed to shaping them. This leads most of their kind to worship Tunare, the Mother of All. The Feir'Dal harness the powers of song and the living, breathing properties of their environment. Wood Elves are known for their love of celebration and good food. A good song will also tweak their pointed ears.
Wood Elves get along well with most good and neutral races, and merely dislike most evil races. They hold great malice toward the Dark Elves--an aberration of their ancestors--as well as their allies.
ID: 4^9
Rangers are warriors attuned to the ways of nature, able to call upon the power of the wild to aid them in their fights. Rangers are primarily a melee class, able to wear chain armor and wield many kinds of weapons.
Rangers are scouts and hunters, able to track enemies from a great distance and engage them with deadly ranged attacks, but rangers can also fight well in a melee, using two weapons to attack their foes.
Rangers have spells drawn from nature. They can increase run speed and add to an ally's armor, health or ability to attack. In a pinch, they can heal or directly damage enemies with fiery attacks.
Rangers can hunt alone or in a group, though allies allow them to best use their abilities. A ranger's bow is a welcome addition to a group, adding a good deal of damage. The ranger is a great class for players who like to engage in melee battles between trips to explore the broad expanse of Norrath.
ID: 4^10
Intelligence affects your chances of gaining skill points in most skills, if it is higher than your wisdom.
Intelligence is the primary spell-casting attribute for Shadowknights, Bards, Wizards, Enchanters, Necromancers, and Magicians. It affects how much mana these classes have, which determines how many spells they can cast before they must rest. For all except bards, it also determines how often a spell will fail to cast correctly (fizzle).
ID: 4^11
Wood Elf
ID: 4^12
Wood Elves
ID: 4^13
Rangers
ID: 4^15
With the exception of a few seedy characters, Qeynos is a fairly safe place for Humans on the west coast of the continent of Antonica. While many Humans live in Qeynos, they can be seen wandering all over Norrath, particularly in the port city on the eastern coast, called Freeport.
ID: 4^16
4 (Weapon: General)
ID: 4^19
Shroud - Activated
ID: 4^20
Planes of Power
ID: 4^24
Reactive
ID: 4^25
This stance requests that your mercenary assume a very reactive role in the group by focusing their efforts on reacting to the situation immediately rather than efficiency.
ID: 4^26
This stance causes your mercenary to focus primarily on immediate action instead of efficiency.
ID: 4^36
Melee DPS
ID: 5^5
Antonica
ID: 5^7
Ring of Zek
ID: 5^8
The High Elves, also known as the Koada'Dal, are regarded as the closest relatives of the original Norrathian Elves created by Tunare, Mother of All. These noble creatures stand tall with ivory skin and gentle features. They are certainly not the most sturdy of races, but make up for that with heart. Throughout the ages, they have stood for freedom and justice, fighting evil with powerful magic and their skills with the blade.
The High Elves are known for their civilized conduct and, as such, are perceived as a race rather full of their own importance, though they are quite benevolent. They expect to be treated with respect and do have an haughty pride about them. As a result, it is difficult to make friends with a High Elf.
The High Elves feel their cousins, the Wood Elves, are to be sought out as loyal servants. This noble race views Humans, Gnomes, and Halflings as worthy of their presence. Dwarves, Barbarians, and Erudites, however, are simply endured. The High Elves expend little effort to help them. The evil races are looked upon with contempt and will be dispatched when opportunity presents itself.
ID: 5^9
Shadowknights are unholy warriors who use fear, pain and disease to attack all that is good in the world. Shadowknights are primarily a melee class, able to wear plate armor and wield many kinds of weapons.
Shadowknights are deadly opponents who use evil spells to slow and cripple their enemies. They steal the strength and life from their victims, using this stolen power to strengthen themselves and their allies. When needed, shadowknights use their powerful harm touch ability to greatly damage their opponents.
Shadowknights can feign the appearance of death, fooling enemies into ignoring them. Combined with spells that degrade an enemy's ability to fight, a shadowknight becomes a fearsome foe.
Shadowknights can use their dark powers to adventure solo for a time. The shadowknight's lethal abilities are best used, however, with the support of a larger group. Players who like offensive melee fights but want a variety of ways to inflict harm on their opponents will enjoy playing a shadowknight.
ID: 5^10
Wisdom affects your chances of gaining skill points in most skills, if it is higher than your intelligence.
Wisdom is the primary spell-casting attribute for Paladins, Rangers, Beastlords, Clerics, Shaman, and Druids. If affects how much mana these classes have, which determines how many spells they can cast before they must rest. It also determines how often a spell will fail to be cast correctly (fizzle).
ID: 5^11
High Elf
ID: 5^12
High Elves
ID: 5^13
Shadowknights
ID: 5^16
5 (Weapon: Elem Damage)
ID: 5^19
Veteran Reward
ID: 5^20
Legacy of Ykesha
ID: 5^24
Aggressive
ID: 5^25
This stance requests that your mercenary assume a very aggressive role in the group by focusing their efforts primarily on attacking the enemy and only making defensive choices when absolutely necessary.
ID: 5^26
This stance causes your mercenary to focus primarily on engaging its allies enemies.
ID: 5^36
Caster DPS
ID: 6^5
Armor Class
ID: 6^6
Heats the blood of your target, causing between #1 and @1 damage every six seconds for %z.
ID: 6^7
Epic Weaponry
ID: 6^8
The Teir'Dal, or Dark Elves, are a twisted reflection of the Elves of light, but are just as lithe and intelligent as their cousins. Their features are often soft and delicate, though the eyes of the Dark Elves betray their darker inclinations. The Dark Elves' skin ranges from blue tones to black and their hair is most often white with some variances. They reach a height of about 5 feet tall.
ID: 6^9
Druids are disciples of the wilds, following the teachings of the Norrathian gods of nature. Druids are primarily a magic-using class, with the ability to wear leather armor and wield blunt weapons and scimitars.
Druidic magic takes many forms, allowing the druid to fill a wide variety of roles when in a group or adventuring alone. Druids possess excellent healing abilities, powerful mana and health regenerative spells, and valuable enhancements that improve the health and armor of their group.
Offensively, druids are both powerful and versatile. They have access to fire and cold-based damage spells, a selection of disease and swarm spells that damage their enemies over time, and devastating banishment spells focused upon unnaturally summoned creatures. Druids also gain some of the best travel spells, including the ability to speed up their group's movement and teleport their group to distant regions.
Druids are a well-rounded class, prospering in both solo and grouped situations. An experienced druid is able to adventure alone, but is equally at home in a group. The druid is an excellent class for players who enjoy a variety of play styles and options.
ID: 6^10
Charisma affects how much merchants will charge you for their wares. It also affects the chances for charm, memory blur, mesmerization, and divine intervention spell effects to work.
Bard only: High charisma decreases the chance you will miss a note while playing a song.
ID: 6^11
Dark Elf
ID: 6^12
Dark Elves
ID: 6^13
Druids
ID: 6^16
6 (Weapon: Base Damage)
ID: 6^19
Tradeskill
ID: 6^20
Lost Dungeons of Norrath
ID: 6^24
Assist
ID: 6^25
This stance requests that your mercenary primarily focus on doing directed damage. When not the main tank, the mercenary will assist the main assist. When main tank it will behave as in aggressive stance.
ID: 6^26
This stance causes your mercenary to focus primarily on damage, always assisting the main assist.
ID: 6^30
Erollisi Day!
ID: 6^31
Erollisi Day is being celebrated across Norrath! Collect loving memorabilia in
You might also wish to speak with the
ID: 6^32
Love
ID: 6^33
Love
ID: 7^1
Innate Stamina
ID: 7^4
This ability raises your base Stamina by 2 points for each ability level.
ID: 7^5
Attack
ID: 7^6
A gentle melody that encourages your group's wounds to heal faster.
ID: 7^7
Summoned: Elemental Shard
ID: 7^8
The mixing of Elf and Human is a common tale. Many stories of romance between these two races can be heard around Norrath. As a result, Half Elves are taller than their Elven ancestors and carry some of the strength of their human bloodlines. They have slightly harsher features than Elves, but the mix still makes them pleasant to lay eyes on.
ID: 7^9
Monks devote their energies to the pursuit of physical perfection, shaping their very bodies into deadly machines. Monks are a melee class with the ability to wear leather armor, wield blunt weapons, and use unarmed combat styles.
Monks forego heavy armor and almost all weapons in order to hone themselves into masters of combat, using their fists and a stout staff to make their mark upon Norrath. Monks learn many special attacks to enhance their damage dealing abilities, including the dragon punch and the legendary flying kick.
In their martial studies monks also learn other useful skills, including the ability to move silently and fall safely from great heights. Experienced monks also learn to feign death, slowing their body's functions enough to fool most observers into believing them dead -- this trick often allows the monk to escape dangerous situations as monsters wander off, thinking the monk defeated.
Monks are a specialist class, focusing on physical combat to the exclusion of all else. Monks provide a powerful ally in a group, though it's not unusual to see a monk adventuring alone. The monk is a good choice for players who enjoy a strong offensive role in combat and leading groups in their dungeon adventures.
ID: 7^11
Half Elf
ID: 7^12
Half Elves
ID: 7^13
Monks
ID: 7^16
7 (General: Group)
ID: 7^19
Expendable
ID: 7^20
Gates of Discord
ID: 7^24
Burn
ID: 7^25
This stance requests that your mercenary primarly focus on doing directed damage. Aggro reduction abilities will be used while waiting for cool downs of other abilities.
ID: 7^26
This stance causes your mercenary to focus primarily on damage, always assisting the main assist.
ID: 7^30
New Explorer Achievements!
ID: 7^31
Are you well-traveled? Check your
ID: 7^32
Explore
ID: 7^33
Explore
ID: 8^5
Bane
ID: 8^6
Cleanses your body, removing minor toxins and diseases as well as healing minor wounds.
ID: 8^8
Though made lower to the ground than most races, the Dwarves created by Brell Serilis burst with pride and determination. The stout and sturdy Dwarves are extremely strong, making them one of the best-suited to endure long and intense battles. Dwarves have broad faces, usually with a prominent nose, and take extraordinary pride in their hair. Males often take great care to grow long beards and moustaches and females often tie their hair up in a bun. Some females also sport a finely trimmed beard.
ID: 8^9
Bards are jack-of-all-trades adventurers who use music to create a wide variety of magical effects. Though they often use melee weapons, bards are primarily a magic-using class, with the ability to wear plate armor and wield many different types of weapons and instruments.
Bards can do a little bit of everything. Their songs can regenerate health and mana, increase attack speed and accuracy, momentarily charm angry enemies, help friends resist many types of damage and even directly damage enemies. Bards are perhaps best known, however, for their ability to greatly increase the foot speed of their group.
Bards have the unique ability to create multiple effects at once. By weaving different songs together, a bard can customize effects to any situation. This makes nimble fingers and quick thinking a must for those who want to play a bard.
Bards do well both alone and in groups. With the right combination of songs, they can adapt to many different challenges. The bard is a great class for players who enjoy a wide variety of play options but are quick to adapt to a changing situation.
ID: 8^11
Dwarf
ID: 8^12
Dwarves
ID: 8^13
Bards
ID: 8^16
8 (General: Raid)
ID: 8^19
Racial Innate
ID: 8^20
Omens of War
ID: 8^24
Efficient
ID: 8^25
This stance requests that your mercenary focus on doing slower damage while conserving mana. Mana regeneration abilities will be used in between damage spells.
ID: 8^26
This stance causes your mercenary to do slower damage and conserve mana.
ID: 9^5
Blind
ID: 9^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 9^8
Trolls are often considered a hideous and deplorable race that carries a sickening smell. This view suits the Troll as they are generally unpleasant to everyone. Trolls are an immense race, at least twice as strong as the average human. They have the ability to regenerate faster than most other races. Trolls have two primary motivators: food and power. These grotesque creatures will eat just about anything.
ID: 9^9
Rogues are the stealthy thieves and vicious assassins that stalk the shadows of Norrath. Rogues are primarily a melee class, able to wear chain armor and use piercing, slashing and some blunt weapons.
Rogues are sneaky fighters who always seek to take advantage of enemies by attacking from behind. Rogues can backstab enemies for extra damage, using poisoned weapons for added effect. Rogues can detect traps, pick locks and pockets, and fall safely from great heights.
Rogues are known for their ability to sneak and hide. This allows them to move almost anywhere, exploring the dangers that lie ahead. Combined with rogue items that use illusions, rogues make excellent scouts.
Rogues are a specialist class that works best with a group of friends. Rogues can add greatly to the killing power of a group. The rogue is a good choice for players who like to do heavy damage while walking the dangerous edge of dungeon exploration.
ID: 9^11
Troll
ID: 9^12
Trolls
ID: 9^13
Rogues
ID: 9^16
9 (General: Dragons Points)
ID: 9^19
EverQuest
ID: 9^20
Dragons of Norrath
ID: 9^24
Burn AE
ID: 9^25
This stance requests that your mercenary primarly focus on doing damage with AE spells.
ID: 9^26
This stance causes your mercenary to focus primarily on damage with AE spells, always assisting the main assist.
ID: 10^5
Block
ID: 10^6
Fills your target with energy, increasing their attack speed, agility, and stamina regeneration.
ID: 10^8
With their lumbering gait and enormous breadth, Ogres are an ominous presence. Created by Rallos Zek, these massive creatures are feared in battle for their raw strength and uncanny endurance. While not very intelligent, Ogres are known to cooperate with one another quite efficiently.
ID: 10^9
Shamans serve as priests to the tribal races of Norrath, able to draw upon the power of the spirits and focus it for their own purposes. Shamans are primarily a magic-using class, able to wear chain armor and wield blunt weapons and spears.
Shamanic magic has two main focuses--enhancing the mind and body of the shaman's allies, and weakening or damaging their enemies. A shaman's enhancement spells are always in demand, massively improving the strength, stamina, health, and other physical aspects of the shaman's group. Shamans also are able to heal their allies and have excellent health regeneration spells.
The weakening and damaging spells in the shaman's arsenal are tremendously effective in battle. The shaman attacks his enemies with diseases and poisons that cause massive damage over time, while using cold and ice magic to inflict damage directly. A brutal line of crippling spells can slow a monster's attacks, hamper their resistance to spells, and lower their physical prowess.
Shamans are a well-rounded class with strong abilities in both group and solo situations. An experienced shaman can turn the tide of any battle, bolstering their allies while weakening their enemies significantly. The shaman is an excellent class for players who enjoy working in groups.
ID: 10^11
Ogre
ID: 10^12
Ogres
ID: 10^13
Shamans
ID: 10^16
10 (Crafted: Common)
ID: 10^17
Doubloon
ID: 10^18
Doubloons
ID: 10^19
Anniversary Quest
ID: 10^20
Depths of Darkhollow
ID: 10^34
has earned the EverQuest achievement "Level 10" (Become a level 10 Adventurer.)
ID: 10^35
has earned the EverQuest achievement "Level 10" (Become a level 10 Adventurer.)
ID: 11^5
Calm
ID: 11^6
Covers your target in holy armor, increasing their armor class for %z.
ID: 11^8
Halflings are aptly named, as they are half the size of the average height for most of Norrath's races. They usually measure about three feet in height and are often thick around their middles. Their lack of height is not be confused as a weakness though; if confronted or threatened, Halflings are very capable.
ID: 11^9
Necromancers are servants of the dark gods, studying ancient and mysterious tomes to gain power over the world of the dead. Necromancers are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers.
Necromancers are able to raise the dead, commanding them to do their bidding and aid them in battle. A skeletal servant often accompanies the necromancer in her adventures throughout Norrath. Necromancers have mastered the powers of poison and disease, allowing them to assault their enemies with damaging afflictions that savage their vitality over time.
Necromancers learn to control and mimic the dead, allowing them to escape harm, convert their health to mana, and bend the minds of the undead to serve their cause. The power of shadow also is within the domain of the necromancer, with spells that bind and choke their enemies in darkness, hide the necromancer in a cloak of invisibility, and teleport through the shadows to escape danger.
Necromancers are a very self-sufficient class and often choose to adventure alone, though they can provide great value to a group as well. The necromancer is an excellent choice for the independent player who enjoys a wide variety of abilities.
ID: 11^11
Halfling
ID: 11^12
Halflings
ID: 11^13
Necromancers
ID: 11^16
11 (Crafted: Group)
ID: 11^17
Orum
ID: 11^18
Orux
ID: 11^20
Prophecy of Ro
ID: 12^1
Innate Agility
ID: 12^4
This ability raises your base Agility by 2 points for each ability level.
ID: 12^5
Charisma
ID: 12^6
Mends moderate wounds, healing between #1 and @1 hit points.
ID: 12^8
While Gnomes are knee-high to some of the taller races, they make up for it with their cleverness and skills. They are by no means a strong and sturdy race, but their edge is their dexterity and intelligence. They were the second race, after Dwarves, created by Brell Serilis.
ID: 12^9
Wizards dedicate their lives to learning the powers of fire, ice, and magic; channeling their knowledge into ever more destructive spells to unleash upon their enemies. Wizards are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers.
Wizards are the most single-minded of spell casters, with the majority of their spells dedicated to delivering massive amounts of damage as rapidly as possible. To aid in their constant search for power, wizard have also perfected the art of teleportation--allowing them to instantly transport themselves and their allies to the most remote corners of Norrath and beyond.
Wizards are a tightly focused class, gaining the greatest ability to deal magical damage in exchange for limited variety in their spell selection. Wizards are capable adventurers both solo and in groups, and are an excellent choice for players who live to blow things up.
ID: 12^11
Gnome
ID: 12^12
Gnomes
ID: 12^13
Wizards
ID: 12^16
12 (Crafted: Raid)
ID: 12^17
Phosphene
ID: 12^18
Phosphenes
ID: 12^20
The Serpents Spine
ID: 13^1
Complete Heal
ID: 13^2
Complete
ID: 13^3
Heal
ID: 13^4
Heals even the most grevious wounds in your target.
ID: 13^5
Charm
ID: 13^6
Completely heals your target of all wounds up to 7500 hit points.
ID: 13^9
Magicians are master summoners, able to call elemental pets to do their bidding and to conjure useful items from thin air. Magicians are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers.
Elemental pets are at the heart of a magician's offensive strategy, and typically accompany a magician in all his adventures. This pet provides protection for its master, along with powerful attacks and special abilities. Magicians have a large selection of fire and magic-based damage spells, allowing them to mount a damaging magical assault in support of their elemental pet.
Magicians have a wide range of summoning spells, allowing them to conjure such diverse items as food, weapons, armor, and magical jewelry. In battle, the magician can encase his entire group in a shield of fire, damaging any opponent that strikes them. Magicians also have spells that lower a monster's resistance to magic, allowing spells to damage them more easily.
Magicians are a very focused class, sacrificing some diversity for power in their area of expertise. Magicians are able to adventure solo, but also provide value in a group situation. The magician is a good choice for players who enjoy managing a powerful pet and using a tightly focused spell selection.
ID: 13^11
Aviak
ID: 13^12
Aviaks
ID: 13^13
Magicians
ID: 13^16
13 (Energeiac: Group)
ID: 13^17
Phosphite
ID: 13^18
Phosphites
ID: 13^20
The Buried Sea
ID: 14^5
Cold
ID: 14^6
Calls upon the power of the gods to strike your target, causing between #1 and @1 damage.
ID: 14^9
Enchanters are the most subtle of spell casters, with little focus on doing damage directly but tremendous impact on the world around them. Enchanters are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers.
Enchanters specialize on improving the minds of their allies, with unmatched mana regeneration spells and mental enhancements. Haste spells are also the domain of the enchanter, providing incredible boosts in attack speed for members of their group. Enchanters have many powers of illusion as well, allowing them to take the form of many different creatures and races.
In battle, enchanters are able to bring order to chaotic situations, often saving their group in a fight that would otherwise be lost. Enchanters possess the ability to mesmerize their enemies, temporarily removing them from a battle. Attack slowing spells are also a specialty, dramatically lowering the speed of a monster's attacks for a period of time. In many situations, enchanters can call upon powerful charm spells to subjugate the mind of a monster and command it to do the enchanter's bidding.
Enchanters are a powerful class, but often rely upon a group to reach their full potential. Experienced enchanters thrive in chaotic situations where they can make the most of their offensive abilities. The enchanter is a good choice for players who enjoy playing in groups and like to take charge of challenging situations.
ID: 14^11
Werewolf
ID: 14^12
Werewolves
ID: 14^13
Enchanters
ID: 14^16
14 (Energeiac: Raid)
ID: 14^17
Faycetum
ID: 14^18
Faycitum
ID: 14^20
Secrets of Faydwer
ID: 15^5
Combat Abilities
ID: 15^6
Mends major wounds, healing between #1 and @1 hit points.
ID: 15^9
Beastlords are the masters of raw nature, who focus this energy into themselves and their warder pets. Beastlords are primarily a melee class, with the ability to wear leather armor and wield blunt weapons, or use their bare hands to attack.
Beastlords prepare for battle by calling on their animal warder and increasing the creature's natural abilities with spells. Beastlords share every battle with their warders, fighting along side these fierce companions or falling back to heal and aid.
Beastlords also gain spells to slow or damage their opponents. Beastlords can heal and add to an ally's health and mana regeneration as well, making them a well-rounded ally in battle.
Beastlords can adventure solo well in many places. They depend upon coordination with their warders and well planned spells to finish every fight, but they can also aid a group through their spells and melee abilities. The beastlord is a great class for players who like the option of solo melee fights, but want to be able to help in a group.
ID: 15^11
Brownie
ID: 15^12
Brownies
ID: 15^13
Beastlords
ID: 15^16
15 (Emblem)
ID: 15^17
Chronobine
ID: 15^18
Chronobines
ID: 15^20
Seeds of Destruction
ID: 16^5
Combat Innates
ID: 16^6
Calls upon the power of the gods to smite your target, causing between #1 and @1 damage.
ID: 16^9
There are some in Norrath that are born with an innate rage that, if controlled, can become a powerful weapon. They are called berserkers. The berserker is a master of the two-handed axe and of throwing weapons. To keep their bodies light and swift, berserkers wear light chain armor.
Berserkers are fearsome fighters that possess inordinate amounts of strength and bravery. They lunge into battle swinging large two-handed axes or hurtling throwing weapons at their prey. They carry huge axes because of the damage they deal and for the fear the weapons instill in the enemy. As great as a berserker's skill with a two-handed axe is, his skill with throwing weapons cannot be overlooked. As he becomes more powerful, he can infuse his rage into various thrown weapons, causing dire effects when they strike a foe.
With the mastery of his innate rage, the berserker also gains the ability to become "berserk" - a deadly state which causes a great amount of damage as a berserker's blade swings with frenzy. As dangerous as berserkers are at these moments, they become more vulnerable to enemy attacks.
Berserkers do not fear death and they value speed and agility over personal defense. The berserker is at his best within a group of friends and adventurers that allow him to unleash his full anger on an enemy without interruption. When standing within arm's reach of his enemy, the berserker is one of the masters of offense, crippling and maiming with impressive speed and skill. And, in situations where an enemy must be fought at a distance, the berserker has the best throwing arm of any Norrathian.
ID: 16^11
Centaur
ID: 16^12
Centaurs
ID: 16^13
Berserkers
ID: 16^16
16 (Crafted: Group)
ID: 16^17
Silver Token
ID: 16^18
Silver Tokens
ID: 16^20
Underfoot
ID: 17^1
Innate Dexterity
ID: 17^4
This ability raises your base Dexterity by 2 points for each ability level.
ID: 17^5
Conversions
ID: 17^6
Mends light wounds, healing between #1 and @1 hit points.
ID: 17^11
Golem
ID: 17^12
Golems
ID: 17^16
17 (Crafted: Raid)
ID: 17^17
Gold Token
ID: 17^18
Gold Tokens
ID: 17^20
House of Thule
ID: 18^5
Create Item
ID: 18^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 18^11
Giant
ID: 18^12
Giants
ID: 18^16
18
ID: 18^17
McKenzie's Special Brew
ID: 18^18
McKenzie's Special Brew
ID: 18^20
Veil of Alaris
ID: 19^5
Cure
ID: 19^6
Covers your target in the armor of faith, increasing their armor class for %z.
ID: 19^11
Trakanon
ID: 19^12
Trakanons
ID: 19^15
The quaint, stunted city of Rivervale lies between the Kithicor Forest and Misty Thicket in central Antonica. It is crowded with skilled tradesman, taverns, and friendly folk.
ID: 19^16
19
ID: 19^17
Bayle Mark
ID: 19^18
Bayle Marks
ID: 19^20
Rain of Fear
ID: 20^5
Damage Over Time
ID: 20^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 20^11
Venril Sathir
ID: 20^12
Venril Sathirs
ID: 20^16
20 (Ornamentation)
ID: 20^17
Token of Reclamation
ID: 20^18
Tokens of Reclamation
ID: 20^20
Call of the Forsaken
ID: 20^34
has earned the EverQuest achievement "Level 20" (Become a level 20 Adventurer.)
ID: 20^35
has earned the EverQuest achievement "Level 20" (Become a level 20 Adventurer.)
ID: 21^5
Damage Shield
ID: 21^6
Hardens your skin and fills your arms with energy, increasing strength and absorbing damage, while also decreasing your agility.
ID: 21^11
Evil Eye
ID: 21^12
Evil Eyes
ID: 21^16
21 (Special Ornamentation)
ID: 21^17
Brellium Token
ID: 21^18
Brellium Tokens
ID: 21^20
The Darkened Sea
ID: 21^71
Brellium Token
ID: 22^1
Innate Intelligence
ID: 22^4
This ability raises your base Intelligence by 2 points for each ability level.
ID: 22^5
Defensive
ID: 22^6
Strikes your target with a burst of intense force, causing between #1 and @1 damage.
ID: 22^11
Beetle
ID: 22^12
Beetles
ID: 22^16
22
ID: 22^17
Dream Mote
ID: 22^18
Dream Motes
ID: 22^20
Dial M for Mayong
ID: 23^5
Destroy
ID: 23^6
Strikes your target with a pure force, causing between #1 and @1 damage.
ID: 23^11
Kerran
ID: 23^12
Kerrans
ID: 23^15
The Erudites live in two areas on the continent of Odus near the Toxxulia Forest. One city, housing the purer of heart, is called Erudin--an ornate city gleaming with polished marble and babbling fountains. Paineel is the home of the rebellious and shunned Erudite Heretics.
ID: 23^16
23
ID: 23^17
Rebellion Chit
ID: 23^18
Rebellion Chits
ID: 23^20
Mayong IV - A New Hope
ID: 24^5
Dexterity
ID: 24^6
Tears the magic from your target, causing their enchantments to fade.
ID: 24^11
Fish
ID: 24^12
Fishes
ID: 24^15
The Erudites live in two areas on the continent of Odus near the Toxxulia Forest. One city, housing the purer of heart, is called Erudin--an ornate city gleaming with polished marble and babbling fountains. Paineel is the home of the rebellious and shunned Erudite Heretics.
ID: 24^16
24
ID: 24^17
Diamond Coin
ID: 24^18
Diamond Coins
ID: 24^20
Mayong V - The Teir'Dal Strike Back
ID: 25^5
Direct Damage
ID: 25^6
Tears the magic from your target, causing their enchantments to fade.
ID: 25^11
Fairy
ID: 25^12
Fairies
ID: 25^16
25
ID: 25^17
Bronze Fiat
ID: 25^18
Bronze Fiats
ID: 25^20
Mayong VI - The Return of the Vampire
ID: 26^5
Disarm Traps
ID: 26^6
Hardens the skin of your target, increasing their hit points and armor class for %z.
ID: 26^11
Froglok
ID: 26^12
Frogloks
ID: 26^16
26
ID: 26^17
Expedient Delivery Voucher
ID: 26^18
Expedient Delivery Vouchers
ID: 26^20
Look Who's Mayong Now
ID: 27^1
Innate Wisdom
ID: 27^4
This ability raises your base Wisdom by 2 points for each ability level.
ID: 27^5
Disciplines
ID: 27^6
Calls down a hailstorm from the sky, causing three waves of #1 damage to all creatures near your target.
ID: 27^11
Froglok
ID: 27^12
Frogloks
ID: 27^16
27
ID: 27^17
Velium Shard
ID: 27^18
Velium Shards
ID: 27^20
Mayong Begins
ID: 28^5
Discord
ID: 28^6
Calls down a hailstorm from the sky, causing three waves of #1 damage to all creatures near your target.
ID: 28^11
Fungusman
ID: 28^12
Fungusmen
ID: 28^16
28
ID: 28^17
Crystallized Fear
ID: 28^18
Crystallized Fear
ID: 28^20
Mayong - Unplugged!
ID: 29^5
Disease
ID: 29^6
Covers your target in glistening ice, causing between #1 and @1 damage, and lowering their fire resistance.
ID: 29^11
Gargoyle
ID: 29^12
Gargoyles
ID: 29^15
Barbarians live in the frigid city of Halas, nestled amidst the icy peaks of Everfrost in Northern Antonica. The city is rather rudimentary, but serves the needs of the Barbarians who call it home.
ID: 29^16
29
ID: 29^17
Shadowstone
ID: 29^18
Shadowstones
ID: 29^20
Mayong X
ID: 30^5
Disempowering
ID: 30^6
Causes a shower of sparks and magical color to erupt around you.
ID: 30^11
Gasbag
ID: 30^12
Gasbags
ID: 30^16
30 (Epic 2.5)
ID: 30^17
Dreadstone
ID: 30^18
Dreadstones
ID: 30^20
It's a Mayong Mayong Mayong Mayong World
ID: 30^34
has earned the EverQuest achievement "Level 30" (Become a level 30 Adventurer.)
ID: 30^35
has earned the EverQuest achievement "Level 30" (Become a level 30 Adventurer.)
ID: 31^5
Dispel
ID: 31^6
Sickens your target with a fever, causing #3 damage initially and between #2 and @2 damage every six seconds for %z.
ID: 31^11
Gelatinous Cube
ID: 31^12
Gelatinous Cubes
ID: 31^16
31
ID: 31^17
Mark of Valor
ID: 31^18
Marks of Valor
ID: 31^20
Mecha-Mayong 2112
ID: 32^1
Innate Charisma
ID: 32^4
This ability raises your base Charisma by 2 points for each ability level.
ID: 32^5
Duration Heals
ID: 32^6
Sickens your target with a fever, causing #3 damage initially and between #2 and @2 damage every six seconds for %z.
ID: 32^11
Ghost
ID: 32^12
Ghosts
ID: 32^17
Medal of Heroism
ID: 32^18
Medals of Heroism
ID: 32^20
Mega-Mayong vs. Ultra-Gnome
ID: 33^5
Duration Tap
ID: 33^6
Expands your target's mind, increasing their intelligence and wisdom.
ID: 33^11
Ghoul
ID: 33^12
Ghouls
ID: 33^17
Commemorative Coin
ID: 33^18
Commemorative Coins
ID: 33^20
Where in the World is Mayong San Diego
ID: 34^5
Enchant Metal
ID: 34^6
Covers your target's body in a mystic cloak, allowing them to blend in with their surroundings.
ID: 34^11
Bat
ID: 34^12
Bats
ID: 34^17
Fist of Bayle
ID: 34^18
Fists of Bayle
ID: 34^20
Mayong 4D
ID: 35^5
Enthrall
ID: 35^6
Binds the soul of your target to their current location. Use of this spell is often limited to towns and cities.
ID: 35^11
Eel
ID: 35^12
Eels
ID: 35^17
Noble
ID: 35^18
Nobles
ID: 35^20
Mayong - UNDEAD (again)!
ID: 36^5
Faydwer
ID: 36^6
Opens a magical portal that returns you to your bind point.
ID: 36^11
Rat
ID: 36^12
Rats
ID: 36^17
Arx Energy Crystal
ID: 36^18
Arx Energy Crystals
ID: 36^20
It's a Good Day to Mayong!
ID: 37^1
Innate Fire Protection
ID: 37^4
This ability raises your base Save Vs Fire by 2 points for each ability level.
ID: 37^5
Fear
ID: 37^6
Summons a magical hammer that is particularly adept at smiting undead.
ID: 37^11
Snake
ID: 37^12
Snakes
ID: 37^17
Piece of Eight
ID: 37^18
Pieces of Eight
ID: 37^20
Mayong - Reloaded!
ID: 38^5
Fire
ID: 38^6
Hurls a bolt of lightning at your target, causing between #1 and @1 damage.
ID: 38^11
Spider
ID: 38^12
Spiders
ID: 38^20
Mayong Returns II - Mayong Harder!
ID: 39^5
Fizzle Rate
ID: 39^6
Grants your target quickened movement, increasing their attack speed for %z.
ID: 39^11
Gnoll
ID: 39^12
Gnolls
ID: 39^20
12 Angry Mayongs
ID: 40^5
Fumble
ID: 40^6
Increases your target's strength for %z.
ID: 40^11
Goblin
ID: 40^12
Goblins
ID: 40^15
There is a labyrinth of evil under the Nektulos Forest called Neriak, the home city of the Dark Elves. Its entrance is deep within gloomy shadows of the woods.
ID: 40^20
Some Like it Mayong
ID: 40^34
has earned the EverQuest achievement "Level 40" (Become a level 40 Adventurer.)
ID: 40^35
has earned the EverQuest achievement "Level 40" (Become a level 40 Adventurer.)
ID: 41^5
Haste
ID: 41^6
Weakens your opponent, lowering their strength.
ID: 41^11
Gorilla
ID: 41^12
Gorillas
ID: 41^15
There is a labyrinth of evil under the Nektulos Forest called Neriak, the home city of the Dark Elves. Its entrance is deep within gloomy shadows of the woods.
ID: 41^20
Desperately Seeking Mayong
ID: 42^1
Innate Cold Protection
ID: 42^4
This ability raises your base Save Vs Cold by 2 points for each ability level.
ID: 42^5
Heals
ID: 42^6
Cloaks your target in a mystic veil, making them invisible to many creatures.
ID: 42^11
Wolf
ID: 42^12
Wolves
ID: 42^15
There is a labyrinth of evil under the Nektulos Forest called Neriak, the home city of the Dark Elves. Its entrance is deep within gloomy shadows of the woods.
ID: 42^20
Saving Private Mayong
ID: 43^5
Health
ID: 43^6
Focuses your spiritual energy into a great battle cry, increasing your strength and armor class for %z.
ID: 43^11
Bear
ID: 43^12
Bears
ID: 43^20
M*A*Y*O*N*G
ID: 44^5
Health/Mana
ID: 44^6
Focuses your spiritual energy into a great battle cry, increasing your strength and armor class for %z.
ID: 44^11
Guard
ID: 44^12
Guards
ID: 44^20
Dr. Jekyll and Mr. Smotts
ID: 44^21
Much Ado About Mayong
ID: 45^5
HP Buffs
ID: 45^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 45^11
Demi Lich
ID: 45^12
Demi Liches
ID: 45^15
With the exception of a few seedy characters, Qeynos is a fairly safe place for Humans on the west coast of the continent of Antonica. While many Humans live in Qeynos, they can be seen wandering all over Norrath, particularly in the port city on the eastern coast, called Freeport.
ID: 45^20
All Quiet on the Demi-Plane Front
ID: 45^22
All Quiet on the Demi-Plane Front
ID: 46^5
HP type one
ID: 46^6
Provides vastly improved night vision.
ID: 46^11
Imp
ID: 46^12
Imps
ID: 46^20
A Tale of Two Mayongs
ID: 46^23
Dr. Jekyll and Mr. Smotts
ID: 47^1
Innate Magic Protection
ID: 47^4
This ability raises your base Save Vs Magic by 2 points for each ability level.
ID: 47^5
HP type two
ID: 47^6
Calms the mind of your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 47^11
Griffin
ID: 47^12
Griffins
ID: 47^20
Mayong Lives!
ID: 48^5
Illusion: Other
ID: 48^6
Cancels magical enchantments affecting your target.
ID: 48^11
Kobold
ID: 48^12
Kobolds
ID: 48^20
Keeping Up With the Mayongs
ID: 49^5
Illusion: Player
ID: 49^6
Cancels magical enchantments affecting your target.
ID: 49^11
Dragon
ID: 49^12
Dragons
ID: 49^15
The crude tunneled city of Oggok lies within the Feerrott, a jungle-like area bordering the Innothule Swamp and Rathe Mountains in southern Antonica. The home city for the Ogres is a fairly slow-paced civilization that focuses on battle training and magic to give them an upper hand in battle.
ID: 49^20
The Good, The Bad, and the Mayong
ID: 50^5
Imbue Gem
ID: 50^6
Focuses mana into an edible loaf of black bread.
ID: 50^11
Lion
ID: 50^12
Lions
ID: 50^15
The Frogloks have been forced out of their first home within the Innothule Swamp of Antonica by the Trolls and have found a new home, the Outpost of Gukta, in Rathe Mountains.
ID: 50^20
Mayong's List
ID: 50^34
has earned the EverQuest achievement "Level 50" (Become a level 50 Adventurer.)
ID: 50^35
has earned the EverQuest achievement "Level 50" (Become a level 50 Adventurer.)
ID: 51^5
Invisibility
ID: 51^6
Grants your eyes magical acuteness, allowing you to see clearly over long distances for %z.
ID: 51^11
Lizard Man
ID: 51^12
Lizard Men
ID: 52^1
Innate Poison Protection
ID: 52^4
This ability raises your base Save Vs Poison by 2 points for each ability level.
ID: 52^5
Invulnerability
ID: 52^6
Focuses mana into globes of pure drinking water.
ID: 52^11
Mimic
ID: 52^12
Mimics
ID: 52^15
Very recently, in a historic battle led by Warlord Ykesha, the Trolls triumphed and took back their city of Grobb from the Frogloks in the Innothule Swamp of Antonica.
ID: 53^5
Jolt
ID: 53^6
Focuses mana into edible loaves of black bread.
ID: 53^11
Minotaur
ID: 53^12
Minotaurs
ID: 54^5
Kunark
ID: 54^6
Creates a bolt of frost that freezes your target, causing between #1 and @1 damage.
ID: 54^11
Orc
ID: 54^12
Orcs
ID: 54^15
The Feir'Dal, known as Wood Elves, are at home in the trees in their intricate city of Kelethin which hangs high above the ground between the trunks and branches of the Greater Faydark on the continent of Faydwer. Comprised of platforms and suspension bridges, Kelethin is both well defended and beautiful.
ID: 55^5
Levitate
ID: 55^6
Focuses mana into the form of loaves of bread suitable for eating.
ID: 55^11
Beggar
ID: 55^12
Beggars
ID: 55^15
The clicking of gears and clacking of machinery fill the mechanized Gnome city of Ak`Anon that lies southeast of the Faydark, on the continent of Faydwer. Ak'Anon sprawls out under the Steamfont Mountains.
ID: 56^5
Life Flow
ID: 56^6
Focuses mana into the form of watery globes suitable for drinking.
ID: 56^11
Pixie
ID: 56^12
Pixies
ID: 57^1
Innate Disease Protection
ID: 57^4
This ability raises your base Save Vs Disease by 2 points for each ability level.
ID: 57^5
Luclin
ID: 57^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 57^11
Drachnid
ID: 57^12
Drachnids
ID: 58^5
Magic
ID: 58^6
Summons an earth elemental to aid you in battle.
ID: 58^11
Solusek Ro
ID: 58^12
Solusek Ros
ID: 59^5
Mana
ID: 59^6
Inspires fear in an undead opponent, causing them to flee.
ID: 59^11
Goblin
ID: 59^12
Goblins
ID: 60^5
Mana Drain
ID: 60^6
Surrounds your target with an aura of protection, warding away fire for %z.
ID: 60^11
Skeleton
ID: 60^12
Skeletons
ID: 60^15
Built within the Butcherblock Mountains and amidst a series of mines, the stronghold of Kaladim houses the Dwarven race and royalty.
ID: 60^34
has earned the EverQuest achievement "Level 60" (Become a level 60 Adventurer.)
ID: 60^35
has earned the EverQuest achievement "Level 60" (Become a level 60 Adventurer.)
ID: 61^5
Mana Flow
ID: 61^6
Surrounds your target with an aura of protection, warding away cold for %z.
ID: 61^11
Shark
ID: 61^12
Sharks
ID: 61^15
The home of the High Elves, or Koada'Dal, is within the magnificent and pristine architecture of the city of Felwithe. The structures crafted behind the walls make the beauty of the surrounding forests pale. The city lies within the Greater Faydark on the continent of Faydwer.
ID: 62^1
Innate Run Speed
ID: 62^4
This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
ID: 62^5
Melee Guard
ID: 62^6
Surrounds your target with an aura of protection, warding away poison for %z.
ID: 62^11
Tunare
ID: 62^12
Tunares
ID: 62^15
The home of the High Elves, or Koada'Dal, is within the magnificent and pristine architecture of the city of Felwithe. The structures crafted behind the walls make the beauty of the surrounding forests pale. The city lies within the Greater Faydark on the continent of Faydwer.
ID: 63^5
Memory Blur
ID: 63^6
Surrounds your target with an aura of protection, warding away disease for %z.
ID: 63^11
Tiger
ID: 63^12
Tigers
ID: 64^5
Misc
ID: 64^6
Surrounds your target with an aura of protection, warding away magic for %z.
ID: 64^11
Treant
ID: 64^12
Treants
ID: 65^1
Innate Regeneration
ID: 65^4
This ability raises your regeneration ability by 1 point per ability level up to rank 30. Ranks 31 to 35 add 5 points per level. Ranks 36 and higher add 10 per level.
ID: 65^5
Movement
ID: 65^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 65^11
Vampire
ID: 65^12
Vampires
ID: 66^5
Objects
ID: 66^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 66^11
Rallos Zek
ID: 66^12
Rallos Zeks
ID: 67^5
Odus
ID: 67^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 67^11
Human
ID: 67^12
Humans
ID: 67^15
Built within the Butcherblock Mountains and amidst a series of mines, the stronghold of Kaladim houses the Dwarven race and royalty.
ID: 68^1
Innate Metabolism
ID: 68^4
This ability decreases your food and drink consumption by 10, 25 and 50 percent.
ID: 68^5
Offensive
ID: 68^6
Burns your target's skin with a bolt of flame, causing between #1 and @1 damage.
ID: 68^11
Tentacle Terror
ID: 68^12
Tentacle Terrors
ID: 69^5
Pet
ID: 69^6
Burns your target's skin with a cinder bolt, causing between #1 and @1 damage.
ID: 69^11
Will-O-Wisp
ID: 69^12
Will-O-Wisps
ID: 70^5
Pet Haste
ID: 70^6
Burns your target's skin with a bolt of lava, causing between #1 and @1 damage.
ID: 70^11
Zombie
ID: 70^12
Zombies
ID: 70^34
has earned the EverQuest achievement "Level 70" (Become a level 70 Adventurer.)
ID: 70^35
has earned the EverQuest achievement "Level 70" (Become a level 70 Adventurer.)
ID: 71^1
Innate Lung Capacity
ID: 71^4
This ability increases the amount of air you can hold in your lungs 10, 25, 50, 75, and 100% percent. Rank 6 grants you the permanent ability to breathe underwater and in airless environment.
ID: 71^5
Pet Misc Buffs
ID: 71^6
Strikes your target with a chaotic burst of mental energy, causing between #1 and @1 damage.
ID: 71^11
Human
ID: 71^12
Humans
ID: 72^5
Physical
ID: 72^6
Covers your group in a protective shield, increasing their magic resistance.
ID: 72^11
Ship
ID: 72^12
Ships
ID: 73^5
Picklock
ID: 73^6
Causes a sudden reversal in the gravity around your target, doing between #1 and @1 damage.
ID: 73^11
Launch
ID: 73^12
Launches
ID: 74^1
First Aid
ID: 74^4
This ability increases the maximum that you can bind wound by 10 percent for each ability level.
ID: 74^5
Plant
ID: 74^6
Tears at the mind of your opponent, draining their mana.
ID: 74^11
Piranha
ID: 74^12
Piranhas
ID: 75^5
Poison
ID: 75^6
Sickens your target with a fever, causing #3 damage initially and #2 damage every six seconds for %z.
ID: 75^11
Elemental
ID: 75^12
Elementals
ID: 75^15
The Erudites have two homes -- Paineel and Erudin. Paineel is the home of the rebellious Erudite Heretics who chose to indulge in the darker magic arts. Once citizens of Erudin, the Heretics and were banished from their city to find a new home.
ID: 75^34
has earned the EverQuest achievement "Level 75" (Become a level 75 Adventurer.)
ID: 75^35
has earned the EverQuest achievement "Level 75" (Become a level 75 Adventurer.)
ID: 76^5
Power Tap
ID: 76^6
Commands roots to take hold of your target, doing between #1 and @1 damage, and preventing their movement for %z.
ID: 76^11
Puma
ID: 76^12
Pumas
ID: 77^1
Healing Adept
ID: 77^4
The first three ranks of this ability increase the maximum effectiveness of your healing spells by 2, 5, and 10 percent. Additional ranks increase the maximum effectiveness of your healing by an additional 3 percent per rank.
ID: 77^5
Quick Heal
ID: 77^6
Commands roots to take hold of your target, doing between #1 and @1 damage, and preventing their movement for %z.
ID: 77^11
Dark Elf
ID: 77^12
Dark Elves
ID: 78^5
Reflection
ID: 78^6
Inflicts burns on your target, causing between #2 and @2 damage every 6 seconds for %z. Requires a fire beetle eye to cast.
ID: 78^11
Erudite
ID: 78^12
Erudites
ID: 79^5
Regen
ID: 79^6
Allows your target to perceive the spirit realm, causing normally invisible creatures to become visible to their eyes.
ID: 79^11
Bixie
ID: 79^12
Bixies
ID: 80^1
Healing Gift
ID: 80^4
The first three ranks of this ability grant you a chance to score an exceptional heal at 3, 6, and 10 percent. Additional ranks up to rank 15 further increase the chance by 2 percent per rank. Rank 16+ increase this chance by 1 percent per rank. An exceptional heal doubles the healing value of the spell.
ID: 80^5
Resist Buff
ID: 80^6
Places a magical enchantment upon your target's eyes, allowing them to see otherwise invisible creatures for %z.
ID: 80^11
Reanimated Hand
ID: 80^12
Reanimated Hands
ID: 80^34
has earned the EverQuest achievement "Level 80" (Become a level 80 Adventurer.)
ID: 80^35
has earned the EverQuest achievement "Level 80" (Become a level 80 Adventurer.)
ID: 81^5
Resist Debuffs
ID: 81^6
Covers you in phantom chain armor, increasing your hit point regeneration and armor class. Consumes two cat's eye agates when cast.
ID: 81^11
Halfling
ID: 81^12
Halflings
ID: 82^5
Resurrection
ID: 82^6
Covers you in the protection of phantom plate armor, increasing your hit point regeneration and armor class. Consumes three cat's eye agates when cast.
ID: 82^11
Scarecrow
ID: 82^12
Scarecrows
ID: 82^15
The Iksar live in the ancient city of Cabilis, on Kunark near the Lake of Ill Omen. It is a dark place with a maze of canals, which the Iksar use for travel around their city.
ID: 83^1
Spell Casting Mastery
ID: 83^4
This ability lowers the mana cost of spells by 2, 5, 10, and 15 percent.
ID: 83^5
Root
ID: 83^6
Conjures a rain of fire that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 83^11
Skunk
ID: 83^12
Skunks
ID: 84^5
Rune
ID: 84^6
Shifts your vision to your target's eyes, increasing vision range, as well as vastly improving night vision.
ID: 84^11
Snake Elemental
ID: 84^12
Snake Elementals
ID: 85^5
Sense Trap
ID: 85^6
Calls down a firestorm in three waves, causing #1 damage to all creatures in the vicinity of your target.
ID: 85^11
Spectre
ID: 85^12
Spectres
ID: 85^34
has earned the EverQuest achievement "Level 85" (Become a level 85 Adventurer.)
ID: 85^35
has earned the EverQuest achievement "Level 85" (Become a level 85 Adventurer.)
ID: 86^1
Spell Casting Reinforcement
ID: 86^4
This ability increases the duration of beneficial spells that you cast. Ranks 1, 2, and 3 increase the duration by 5, 15, and 30 percent respectively. Each additional rank increases this duration by 20 percent.
ID: 86^5
Shadowstep
ID: 86^6
Magically fills your lungs with air, removing your need to breathe for %z. Consumes a handful of fish scales to cast.
ID: 86^11
Sphinx
ID: 86^12
Sphinxes
ID: 87^5
Shielding
ID: 87^6
Channels divine power through your hands, curing your target for between #1 and @1 damage, and then additional healing for up to %z.
ID: 87^11
Armadillo
ID: 87^12
Armadillos
ID: 88^5
Slow
ID: 88^6
Channels the power of corruption through your hands, causing between #1 and @1 damage.
ID: 88^11
Clockwork Gnome
ID: 88^12
Clockwork Gnomes
ID: 89^1
Mental Clarity
ID: 89^4
This ability increases your natural mana regeneration by 1 point per ability level.
ID: 89^5
Snare
ID: 89^6
Provides your target with a sense of daring, increasing their hit points and armor class for %z.
ID: 89^11
Drake
ID: 89^12
Drakes
ID: 90^5
Special
ID: 90^6
Allows your eyes the vision of shadows, providing night vision and the ability to see invisible creatures for %z.
ID: 90^11
Barbarian
ID: 90^12
Barbarians
ID: 90^34
has earned the EverQuest achievement "Level 90" (Become a level 90 Adventurer.)
ID: 90^35
has earned the EverQuest achievement "Level 90" (Become a level 90 Adventurer.)
ID: 91^5
Spell Focus
ID: 91^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 91^11
Alligator
ID: 91^12
Alligators
ID: 92^1
Spell Casting Fury
ID: 92^4
The three ranks of this ability give you a 2, 4, and 7 percent chance to land critical hits with your direct damage spells.
ID: 92^5
Spell Guard
ID: 92^6
Creates a ball of fire that burns your target, doing between #1 and @1 damage.
ID: 92^11
Troll
ID: 92^12
Trolls
ID: 93^5
Spellshield
ID: 93^6
Creates a ball of fire that burns your target, doing between #1 and @1 damage.
ID: 93^11
Ogre
ID: 93^12
Ogres
ID: 94^5
Stamina
ID: 94^6
Burns your target's skin with fire, causing between #1 and @1 damage.
ID: 94^11
Dwarf
ID: 94^12
Dwarves
ID: 95^1
Channeling Focus
ID: 95^4
This ability reduces the chance of your spell casts being interrupted. The ability levels reduce your interrupts by 5, 10, and 15 percent.
ID: 95^5
Statistic Buffs
ID: 95^6
Removes toxin from your target's system, curing them of moderate poisons.
ID: 95^11
Cazic-Thule
ID: 95^12
Cazic-Thules
ID: 95^34
has earned the EverQuest achievement "Level 95" (Become a level 95 Adventurer.)
ID: 95^35
has earned the EverQuest achievement "Level 95" (Become a level 95 Adventurer.)
ID: 96^5
Strength
ID: 96^6
Cleanses your target's immune system, curing them of moderate diseases.
ID: 96^11
Cockatrice
ID: 96^12
Cockatrices
ID: 97^5
Stun
ID: 97^6
Removes toxin from your target's system, curing them of major poisons.
ID: 97^11
Daisy Man
ID: 97^12
Daisy Men
ID: 98^1
Spell Casting Subtlety
ID: 98^4
The first three ranks of this ability make NPCs notice your magical activities 5, 10, and 20 percent less. Additional ranks further enhance this effect.
ID: 98^5
Sum: Air
ID: 98^6
Destroys infection in your target's system, potentially curing many diseases.
ID: 98^11
Vampire
ID: 98^12
Vampires
ID: 99^5
Sum: Animation
ID: 99^6
Covers your target in oozing filth, causing between #1 and @1 damage every 6 seconds for %z.
ID: 99^11
Amygdalan
ID: 99^12
Amygdalans
ID: 100^5
Sum: Earth
ID: 100^6
Focuses mana into the form of a bundle of throwing daggers.
ID: 100^11
Dervish
ID: 100^12
Dervishes
ID: 100^34
has earned the EverQuest achievement "Level 100" (Become a level 100 Adventurer.)
ID: 100^35
has earned the EverQuest achievement "Level 100" (Become a level 100 Adventurer.)
ID: 101^1
Spell Casting Expertise
ID: 101^4
This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 20. The second, on all spells below level 35. The third, on all spells below level 52.
ID: 101^5
Sum: Familiar
ID: 101^6
Focuses mana into the form of a bundle of arrows.
ID: 101^11
Efreeti
ID: 101^12
Efreetis
ID: 101^37
Improved Health
ID: 101^38
This ability increases the maximum hit points for your mercenary. Each additional rank increases the amount of hit points granted by this ability.
ID: 102^5
Sum: Fire
ID: 102^6
Focuses mana into the form of a magical spear.
ID: 102^11
Tadpole
ID: 102^12
Tadpoles
ID: 103^5
Sum: Undead
ID: 103^6
Focuses mana into the form of a cold stone that provides greatly improved night vision to the wielder.
ID: 103^11
Kedge
ID: 103^12
Kedge
ID: 104^1
Spell Casting Deftness
ID: 104^4
This ability reduces the casting time of beneficial spells that have a duration longer than instant and a cast time greater than three seconds. The ability levels reduce these casting times by 10, 25, and 50 percent.
ID: 104^5
Sum: Warder
ID: 104^6
Focuses mana into the form of a dagger of symbols.
ID: 104^11
Leech
ID: 104^12
Leeches
ID: 105^5
Sum: Water
ID: 105^6
Focuses mana into the form of a ring of flight, providing the user with the benefits of levitation.
ID: 105^11
Swordfish
ID: 105^12
Swordfishes
ID: 106^5
Summon Armor
ID: 106^6
Infuses your elemental companion with energy, increasing their attack speed, armor class, and strength.
ID: 106^11
Guard
ID: 106^12
Guards
ID: 106^15
The Iksar live in the ancient city of Cabilis, on Kunark near the Lake of Ill Omen. It is a dark place with a maze of canals, which the Iksar use for travel around their city.
ID: 107^1
Natural Durability
ID: 107^4
This ability increases your maximum hitpoints by 2, 5, and 10 percent for the first three ranks, and one additional percent for each rank after that. (The percentages are based off of your base hitpoints, which include stamina and stamina effects.)
ID: 107^5
Summon Focus
ID: 107^6
Infuses your elemental companion with energy, increasing their attack speed, armor class, and strength.
ID: 107^11
Mammoth
ID: 107^12
Mammoths
ID: 108^5
Summon Food/Water
ID: 108^6
Covers your skin in an elemental shield, protecting you from fire and cold.
ID: 108^11
Eye
ID: 108^12
Eyes
ID: 109^5
Summon Utility
ID: 109^6
Covers your skin in elemental armor, protecting you from fire and cold.
ID: 109^11
Wasp
ID: 109^12
Wasps
ID: 110^1
Natural Healing
ID: 110^4
This ability raises your natural regeneration by one point per ability level.
ID: 110^5
Summon Weapon
ID: 110^6
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 110^11
Mermaid
ID: 110^12
Mermaids
ID: 111^5
Summoned
ID: 111^6
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 111^11
Harpy
ID: 111^12
Harpies
ID: 112^5
Symbol
ID: 112^6
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 112^11
Guard
ID: 112^12
Guards
ID: 113^1
Combat Fury
ID: 113^4
This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilities of Warriors, while Warriors will remain significantly ahead of other classes.
ID: 113^5
Taelosia
ID: 113^6
Conjures a shock of spikes that assaults your target, causing between #1 and @1 damage.
ID: 113^11
Drixie
ID: 113^12
Drixies
ID: 114^5
Taps
ID: 114^6
Conjures a shock of swords that assaults your target, causing between #1 and @1 damage.
ID: 114^11
Ghost Ship
ID: 114^12
Ghost Ships
ID: 115^5
Techniques
ID: 115^6
A burst of holy power that inflicts between #1 and @1 damage to a summoned target.
ID: 115^11
Clam
ID: 115^12
Clams
ID: 116^1
Fear Resistance
ID: 116^4
This ability grants you a resistance bonus to fear type spells of 5, 10, and 25 percent. It also increases the chance of breaking fear earlier.
ID: 116^5
The Planes
ID: 116^6
A burst of holy power that inflicts between #1 and @1 damage to a summoned target.
ID: 116^11
Seahorse
ID: 116^12
Seahorses
ID: 117^5
Timer 1
ID: 117^6
A burst of holy power that inflicts between #1 and @1 damage to an undead target.
ID: 117^11
Ghost
ID: 117^12
Ghosts
ID: 118^5
Timer 2
ID: 118^6
A burst of holy power that inflicts between #1 and @1 damage to an undead target.
ID: 118^11
Ghost
ID: 118^12
Ghosts
ID: 119^1
Finishing Blow
ID: 119^4
This ability gives you a chance to finish off an NPC that is below 10 percent health and fleeing with a single blow. Additional ranks increase the maximum level of affected NPC. Rank 1: level 50, Rank 2: level 52, Rank 3: level 54, Rank 4: level 56, Rank 5: level 58, Rank 6: level 60, Rank 7: level 61, Rank 8: level 63, Rank 9: Level 65, Rank 10: level 66, Rank 11: level 68, Rank 12: level 70, Rank 13: Level 71, Rank 14: Level 73, Rank 15: Level 75. Rank 16: Level 76. Rank 17: 78. Rank 18: 80. Rank 19: 82. Rank 20: 84. Rank 21: 86. Additional ranks increase this limit by 1 level per rank. (Non-Warriors must first train one level of Combat Fury to use this ability.)
ID: 119^5
Timer 3
ID: 119^6
Causes a shower of sparks and magical color to erupt around you.
ID: 119^11
Saber-toothed Cat
ID: 119^12
Saber-toothed Cats
ID: 120^5
Timer 4
ID: 120^6
Burns your target's skin with blazing flame, causing between #1 and @1 damage.
ID: 120^11
Wolf
ID: 120^12
Wolves
ID: 121^5
Timer 5
ID: 121^6
Conjures a rain of lava that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 121^11
Gorgon
ID: 121^12
Gorgons
ID: 122^1
Combat Stability
ID: 122^4
The first three ranks of this ability increase melee damage mitigation by 2, 5, and 10 percent. Additional ranks further increase this effect.
ID: 122^5
Timer 6
ID: 122^6
Creates a circle of fire around you, causing between #1 and @1 damage to all nearby creatures.
ID: 122^11
Dragon
ID: 122^12
Dragons
ID: 123^5
Transport
ID: 123^6
Strikes an enemy with holy might, briefly stunning them and causing between #2 and @2 damage. This spell works on creatures up to level @1.
ID: 123^11
Innoruuk
ID: 123^12
Innoruuks
ID: 124^5
Undead
ID: 124^6
Strikes an enemy with holy might, briefly stunning them and causing between #2 and @2 damage. This spell works on creatures up to level @1.
ID: 124^11
Unicorn
ID: 124^12
Unicorns
ID: 125^1
Combat Agility
ID: 125^4
The first three ranks of this ability increase your melee damage avoidance by 2, 5 and 10 percent. Additional ranks further increase this effect.
ID: 125^5
Utility Beneficial
ID: 125^6
Strikes an enemy with holy might, briefly stunning them and causing #2 hit points of damage. This spell works on creatures up to level @1.
ID: 125^11
Pegasus
ID: 125^12
Pegasi
ID: 126^5
Utility Detrimental
ID: 126^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 126^11
Djinn
ID: 126^12
Djinns
ID: 127^5
Velious
ID: 127^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 127^11
Invisible Man
ID: 127^12
Invisible Men
ID: 128^1
Mass Group Buff
ID: 128^2
Mass
ID: 128^3
Buff
ID: 128^4
This ability turns the next group buff that you cast into a beneficial area effect spell, hitting everyone within its radius, at the cost of doubling the spell's mana usage.
ID: 128^5
Visages
ID: 128^6
A booming voice fills the ears of nearby enemies, causing them to flee in terror.
ID: 128^8
The fearsome and savage reptilian race on Norrath is known as the Iksar. With their significant height, scales, and long tails, Iksar are intimidating in their appearance. However, their reptilian physiology grants them a natural affinity for water, as well as enhanced regeneration.
ID: 128^11
Iksar
ID: 128^12
Iksars
ID: 129^1
Divine Resurrection
ID: 129^2
Divine
ID: 129^3
Res
ID: 129^4
This ability allows you to provide a resurrection that restores 100 percent experience, all hit points and mana, and causes no adverse resurrection effects.
ID: 129^5
Vision
ID: 129^6
Surrounds your target in a shield of brambles that cause damage to anything that strikes them for %z.
ID: 129^11
Scorpion
ID: 129^12
Scorpions
ID: 130^1
Innate Invis to Undead
ID: 130^2
Inv Vs
ID: 130^3
Undead
ID: 130^4
This ability allows you to become invisible to the undead, nearly at will, without the need to memorize a spell.
ID: 130^5
Wisdom/Intelligence
ID: 130^6
Encases the caster in a divine aura, rendering them invulnerable to all attacks for %z and healing between #4 and @4 hit points.
ID: 130^8
The Vah Shir are a regal feline race that walk upright. They were once the ruling class of other similar cat-like races on Odus. Since being translocated onto an alien moon by a collision of Erudite magic, they learned to survive and became stronger. Vah Shir are as tall as Barbarians and display a variety of different markings on their fur, based on their lineage. In spite of their height, they are very agile and graceful. They are known for their integrity and the destructive feral power they bring down on their enemies.
ID: 130^11
Vah Shir
ID: 130^12
Vah Shir
ID: 131^1
Celestial Regeneration
ID: 131^2
Celest.
ID: 131^3
Regen.
ID: 131^4
When activated, Celestial Regeneration heals all group members within range. Additional ranks in this ability further increase the amount healed by Celestial Regrowth.
ID: 131^5
Traps
ID: 131^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 131^11
Sarnak
ID: 131^12
Sarnaks
ID: 132^1
Bestow Divine Aura
ID: 132^2
Divine
ID: 132^3
Aura
ID: 132^4
This ability gives you the ability to cast a Divine Aura spell on a Player target, temporarily rendering the target invulnerable.
ID: 132^5
Auras
ID: 132^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 132^11
Draglock
ID: 132^12
Draglocks
ID: 133^1
Turn Undead
ID: 133^2
Turn
ID: 133^3
Undead
ID: 133^4
This ability grants you an AE Fear DoT spell useful against undead. Each ability level amplifies the damage. This ability only works on creatures up to level 55.
ID: 133^5
Endurance
ID: 133^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 133^11
Drolvarg
ID: 133^12
Drolvargs
ID: 134^5
Serpent's Spine
ID: 134^6
Creates a bright flash of light, temporarily blinding your target.
ID: 134^11
Mosquito
ID: 134^12
Mosquitoes
ID: 135^5
Corruption
ID: 135^6
Mends the wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 135^11
Rhinoceros
ID: 135^12
Rhinoceros
ID: 136^1
Purify Soul
ID: 136^2
Purify
ID: 136^4
This ability allows you to cast a spell that cures most ailments. Rank 2 doubles the range of the spell.
ID: 136^5
Learning
ID: 136^6
Mends the wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 136^11
Xalgoz
ID: 136^12
Xalgozs
ID: 137^1
Quick Evacuation
ID: 137^4
This ability reduces the casting time on your evacuation and succor spells by 10, 25, and 50 percent.
ID: 137^5
Chromatic
ID: 137^6
Hastens your groups natural healing, allowing them to recover hit points faster.
ID: 137^11
Goblin
ID: 137^12
Goblins
ID: 138^5
Prismatic
ID: 138^6
Hastens your groups natural healing, allowing them to recover hit points faster.
ID: 138^11
Yeti
ID: 138^12
Yetis
ID: 139^5
Sum: Swarm
ID: 139^6
Fills your pet with a feral spirit, increasing their attack speed, strength, and armor class.
ID: 139^11
Iksar
ID: 139^12
Iksars
ID: 140^1
Exodus
ID: 140^2
Exodus
ID: 140^4
This ability gives you the ability to cast an extremely fast-casting, no mana cost evacuation or succor spell.
ID: 140^5
Delayed
ID: 140^6
Fills your pet with a savage spirit, increasing their attack speed, strength, and armor class.
ID: 140^11
Giant
ID: 140^12
Giants
ID: 141^1
Quick Damage
ID: 141^4
This ability reduces the casting time on your damage spells that have a casting time greater than three seconds by 2, 5 and 10 percent.
ID: 141^5
Temporary
ID: 141^6
Beckons to the animals of the wild, allowing you to control them.
ID: 141^11
Boat
ID: 141^12
Boats
ID: 142^5
Twincast
ID: 142^6
Beckons to the animals of the wild, allowing you to control them.
ID: 142^11
UNKNOWN RACE
ID: 142^12
ID: 143^5
Sum: Bodyguard
ID: 143^6
Calls down an intense sunbeam that blinds any creature near your target. This spell can only be cast outdoors.
ID: 143^11
UNKNOWN RACE
ID: 143^12
ID: 144^1
Enhanced Root
ID: 144^4
This ability reduces the chance that a rooted NPC will be freed by your damage spells by 50 percent.
ID: 144^5
Humanoid
ID: 144^6
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 144^11
Burynai
ID: 144^12
Burynais
ID: 145^1
Dire Charm
ID: 145^2
Dire
ID: 145^3
Charm
ID: 145^4
This ability gives you the chance to permanently charm an NPC. (Enchanters: All. Druids: Animals only. Necromancers: Undead only.)
ID: 145^5
Haste/Spell Focus
ID: 145^6
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 145^11
Goo
ID: 145^12
Goos
ID: 146^1
Cannibalization
ID: 146^2
Canni
ID: 146^3
V
ID: 146^4
This ability will give the caster a new, massive Cannibalize spell. Further ranks increase both the mana that can be harvested by using the ability as well as the amount of hit points consumed by the cannibalization.
ID: 146^5
Timer 7
ID: 146^6
Fills your target with the spirit of the monkey, increasing their dexterity for %z.
ID: 146^11
Sarnak Spirit
ID: 146^12
Sarnak Spirits
ID: 147^1
Quick Buff
ID: 147^4
This ability reduces the casting time of many beneficial spells that have a duration by 10, 25, and 50 percent.
ID: 147^5
Timer 8
ID: 147^6
Fills your target's body with spiritual power, increasing their strength for %z.
ID: 147^11
Iksar Spirit
ID: 147^12
Iksar Spirits
ID: 148^5
Timer 9
ID: 148^6
Fills your target with the spirit of the cat, increasing their agility for %z.
ID: 148^11
Fish
ID: 148^12
Fishes
ID: 149^5
Timer 10
ID: 149^6
Fills your target with the sprit of the ox, increasing their stamina for %z.
ID: 149^11
Scorpion
ID: 149^12
Scorpions
ID: 150^1
Alchemy Mastery
ID: 150^4
This ability reduces your chances of failing alchemy combinations by 10, 25, and 50 percent.
ID: 150^5
Timer 11
ID: 150^6
Fills your target with an alluring aura, increasing their charisma for %z.
ID: 150^11
Erollisi
ID: 150^12
Erollisis
ID: 151^5
Timer 12
ID: 151^6
Fills your target's body with raging power, increasing their strength for %z.
ID: 151^11
Tribunal
ID: 151^12
Tribunals
ID: 152^5
Hatred
ID: 152^6
Fills your target with a sense of deftness, increasing their dexterity for %z.
ID: 152^11
Bertoxxulous
ID: 152^12
Bertoxxulouses
ID: 153^1
Rabid Bear
ID: 153^2
Rabid
ID: 153^3
Bear
ID: 153^4
This ability turns you into a Rabid Bear, boosting all of your offensive capabilities. Additional ranks increase the effect.
ID: 153^5
Fast
ID: 153^6
Fills your target's body with furious power, increases their strength for %z.
ID: 153^11
Bristlebane
ID: 153^12
Bristlebanes
ID: 154^1
Mana Burn
ID: 154^2
Mana
ID: 154^3
Burn
ID: 154^4
This ability allows you to do non-resistible damage in an amount based off of your current mana.
ID: 154^5
Illusion: Special
ID: 154^6
Fills your target with a sense of nimbleness, increasing their agility for %z.
ID: 154^11
Fay Drake
ID: 154^12
Fay Drakes
ID: 155^1
Improved Familiar
ID: 155^2
Impr.
ID: 155^3
Fam.
ID: 155^4
This ability will summon an improved familiar that is an upgrade from the greater familiar. This improved familiar is higher in level, has more hit points, and is very resistant to all spells. Additional ranks will call forth a familiar that provides even greater benefits to its owner than its predecessor.
ID: 155^5
Timer 13
ID: 155^6
Fills your target with glamour, increasing their charisma for %z.
ID: 155^11
Undead Sarnak
ID: 155^12
Undead Sarnaks
ID: 155^15
Shar Vahl is the majestic den of the Vah Shir. The city was built high above Norrath, on the moon known as Luclin. The city is located between the Hollowshade Moor and Shadeweaver's Thicket.
ID: 156^1
Nexus Gate
ID: 156^2
Nexus
ID: 156^3
Gate
ID: 156^4
This ability gives you an instant-cast self gate spell to the Nexus.
ID: 156^5
Timer 14
ID: 156^6
Fills your target with an alluring aura, increasing their charisma for %z.
ID: 156^11
Ratman
ID: 156^12
Ratmen
ID: 157^5
Timer 15
ID: 157^6
Fills your target with pure nimbleness, increasing their dexterity for %z.
ID: 157^11
Wyvern
ID: 157^12
Wyverns
ID: 158^1
Permanent Illusion
ID: 158^4
This ability allows you to zone without losing your current illusion.
ID: 158^5
Timer 16
ID: 158^6
Fills your target with pure endurance, increasing their stamina for %z.
ID: 158^11
Wurm
ID: 158^12
Wurms
ID: 159^1
Jewel Craft Mastery
ID: 159^4
This ability reduces your chance of failing jewelcraft combinations by 10, 25, and 50 percent.
ID: 159^5
Timer 17
ID: 159^6
Fills your target's body with pure power, increasing their strength for %z.
ID: 159^11
Devourer
ID: 159^12
Devourers
ID: 160^5
Timer 18
ID: 160^6
Fills your target with a sense of nimbleness, increasing their agility for %z.
ID: 160^11
Iksar Golem
ID: 160^12
Iksar Golems
ID: 161^5
Timer 19
ID: 161^6
Fills your target with superior health, increasing their stamina for %z.
ID: 161^11
Undead Iksar
ID: 161^12
Undead Iksars
ID: 162^1
Gather Mana
ID: 162^2
Gather
ID: 162^3
Mana
ID: 162^4
This ability allows you to recover up to 10,000 points of mana nearly instantly.
ID: 162^5
Timer 20
ID: 162^6
Saps your target's power, decreasing their agility, strength, and armor class for %z.
ID: 162^11
Man-Eating Plant
ID: 162^12
Man-Eating Plants
ID: 163^1
Mend Companion
ID: 163^2
Mend
ID: 163^3
Companion
ID: 163^4
This ability allows you to cast a quick healing spell on your pet.
ID: 163^5
Alaris
ID: 163^6
Saps your target's power, decreasing their agility, strength, and armor class for %z.
ID: 163^11
Raptor
ID: 163^12
Raptors
ID: 164^1
Quick Summoning
ID: 164^4
This ability reduces the casting time of your summoning spells by 10, 25, and 50 percent.
ID: 164^5
Combination
ID: 164^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 164^11
Sarnak Golem
ID: 164^12
Sarnak Golems
ID: 165^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 165^11
Dragon
ID: 165^12
Dragons
ID: 166^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 166^11
Animated Hand
ID: 166^12
Animated Hands
ID: 167^1
Frenzied Burnout
ID: 167^2
Frenzied
ID: 167^3
Burnout
ID: 167^4
This ability allows you to cast a buff on your pet that will cause it to go berserk, doing increased damage. Additional ranks improve your pet's ability to take and dispense damage.
ID: 167^6
Imbues your target with the talisman of Tnarg, providing increased hit points for %z.
ID: 167^11
Succulent
ID: 167^12
Succulents
ID: 168^1
Elemental Form: Fire
ID: 168^2
E Form
ID: 168^3
Fire
ID: 168^4
This ability will allow you to turn into a fire elemental, granting innate benefits of the form. Ranks 4 and above will give your fire spells a chance to proc a damage increasing buff on your group, each rank will increase the chance that the buff will proc.
ID: 168^6
Imbues your target with the talisman of Altuna, providing increased hit points for %z.
ID: 168^11
Holgresh
ID: 168^12
Holgresh
ID: 169^6
Imbues your group with the spirit of the wolf, increasing their movement speed for %z.
ID: 169^11
Brontotherium
ID: 169^12
Brontotheriums
ID: 170^6
Grants your target quickened movement, increasing their attack speed for %z.
ID: 170^11
Snow Dervish
ID: 170^12
Snow Dervishes
ID: 171^1
Elemental Form: Water
ID: 171^2
E Form
ID: 171^3
Water
ID: 171^4
This ability will allow you to turn into a water elemental, granting increased mana regeneration with each additional rank.
ID: 171^6
Grants your target quickened movement, increasing their attack speed for %z.
ID: 171^11
Dire Wolf
ID: 171^12
Dire Wolves
ID: 172^6
Grants your target quickened movement, increasing their attack speed for %z.
ID: 172^11
Manticore
ID: 172^12
Manticores
ID: 173^6
Cloaks you in an amiable aura, causing creatures of your target's faction to view you more favorably.
ID: 173^11
Totem
ID: 173^12
Totems
ID: 174^1
Elemental Form: Earth
ID: 174^2
E Form
ID: 174^3
Earth
ID: 174^4
This ability will allow you to turn into an earth elemental, granting innate benefits of the form. Ranks 4 and above will give your detrimental spells a chance to proc an absorb damage buff on your group, each rank will increase the chance that the buff will proc.
ID: 174^6
Calms your target's thoughts, allowing them to regenerate mana more quickly.
ID: 174^11
Ice Spectre
ID: 174^12
Ice Spectres
ID: 175^6
Expands your target's mind, increasing their intelligence and wisdom.
ID: 175^11
Enchanted Armor
ID: 175^12
Enchanted Armor
ID: 176^6
Hardens your skin and fills your arms with energy, increasing strength and absorbing damage, while also decreasing your agility.
ID: 176^11
Snow Rabbit
ID: 176^12
Snow Rabbits
ID: 177^1
Elemental Form: Air
ID: 177^2
E Form
ID: 177^3
Air
ID: 177^4
This ability will allow you to turn into a air elemental, granting innate benefits of the form. Ranks 4 and above will give your detrimental spells a chance to stun their target, each rank increasing the chance the stun will proc. Starting with rank 7, the chance to proc is not increased, and only the level cap of affected enemies is raised.
ID: 177^6
Creates a wave of intense color around you that assaults your opponent's senses, briefly stunning all nearby creatures.
ID: 177^11
Walrus
ID: 177^12
Walruses
ID: 178^6
Creates a wave of intense color around you that assaults your opponent's senses, briefly stunning all nearby creatures.
ID: 178^11
Geonid
ID: 178^12
Geonids
ID: 179^6
Weakens your opponent, lowering their strength.
ID: 179^11
UNKNOWN RACE
ID: 179^12
ID: 180^1
Improved Reclaim Energy
ID: 180^4
This ability will increase the amount of mana returned to you when reclaiming your pet.
ID: 180^6
Weakens your opponent, lowering their strength.
ID: 180^11
UNKNOWN RACE
ID: 180^12
ID: 181^1
Turn Summoned
ID: 181^2
Turn
ID: 181^3
Summon
ID: 181^4
This ability grants you an AE Fear DoT spell useful against summoned creatures.
ID: 181^6
Weakens your opponent, lowering their strength.
ID: 181^11
Yakkar
ID: 181^12
Yakkars
ID: 182^1
Elemental Pact
ID: 182^4
This ability will prevent components used in the summoning of pets from being expended.
ID: 182^6
Dominates your target's mind, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 182^11
Faun
ID: 182^12
Fauns
ID: 183^1
Life Burn
ID: 183^2
Life
ID: 183^3
Burn
ID: 183^4
This ability allows you to cast a no-resist direct damage spell equal to that of your current hitpoints. The effect drains your life and provides a life bond effect that does 250 damage per tick, for 6 ticks.
ID: 183^6
Dominates your target's mind, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 183^11
Coldain
ID: 183^12
Coldains
ID: 184^1
Dead Mesmerization
ID: 184^2
Dead
ID: 184^3
Mez
ID: 184^4
This ability allows you to cast an AE low resist mesmerization spell effective against the undead.
ID: 184^6
Dominates your target's mind, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 184^11
Dragon
ID: 184^12
Dragons
ID: 185^1
Fear Storm
ID: 185^2
Fear
ID: 185^3
Storm
ID: 185^4
Allows you to cast an AE low resist fear spell.
ID: 185^6
Constricts your target's muscles, causing their attack speed to slow for %z.
ID: 185^11
Hag
ID: 185^12
Hags
ID: 186^1
Flesh to Bone
ID: 186^2
Flesh
ID: 186^3
to Bone
ID: 186^4
This ability allows you to turn most meat or body part items into bone chips. You must hold the item or stack on your cursor. *Warning* This ability will use magical or "no trade" items if they are held on the cursor.
ID: 186^6
Constricts your target's muscles, causing their attack speed to slow for %z.
ID: 186^11
Hippogriff
ID: 186^12
Hippogriffs
ID: 187^1
Call to Corpse
ID: 187^2
Call
ID: 187^3
Corpse
ID: 187^4
This ability allows you to cast a no component summon corpse spell.
ID: 187^6
Causes your opponent to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 187^11
Siren
ID: 187^12
Sirens
ID: 188^1
Divine Stun
ID: 188^2
Divine
ID: 188^3
Stun
ID: 188^4
Training in this ability gives you a new, fast-casting spell that has the chance to interrupt NPCs up to level 70 for rank 1, level 75 for rank 2, level 80 for rank 3, level 85 for rank 4, level 90 for rank 5, level 95 for rank 6, level 97 for rank 7, level 100 for rank 8, level 102 for rank 9, and level 105 for rank 10.
ID: 188^6
Causes your opponent to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 188^11
Giant
ID: 188^12
Giants
ID: 189^1
Improved Lay on Hands
ID: 189^4
This ability will turn your Lay of Hands into a complete heal.
ID: 189^6
Creates a circle of fire around you, causing between #1 and @1 damage to all nearby creatures.
ID: 189^11
Giant
ID: 189^12
Giants
ID: 190^1
Slay Undead
ID: 190^4
This ability will cause your critical hits to inflict greatly improved damage versus the undead. Additional ranks increase both the damage you cause and the chance for it to occur.
ID: 190^6
Causes your opponent to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 190^11
Othmir
ID: 190^12
Othmirs
ID: 191^6
Wraps your target in chaotic energy that damages anything that attacks them.
ID: 191^11
Ulthork
ID: 191^12
Ulthorks
ID: 192^6
Attacks your target's mind, providing a chance to forget those that have done them harm.
ID: 192^11
Dragon
ID: 192^12
Dragons
ID: 193^1
Act of Valor
ID: 193^2
Act of
ID: 193^3
Valor
ID: 193^4
This noble ability will allow you to transfer all of your hit points to a target player, killing you in the process.
ID: 193^6
Attacks the minds of all enemies in the vicinity of your target, providing a chance to forget those that have done them harm.
ID: 193^11
Abhorrent
ID: 193^12
Abhorrents
ID: 194^1
Holy Steed
ID: 194^2
Holy
ID: 194^3
Steed
ID: 194^4
This ability provides you with the power to call the ultimate holy steed to your side.
ID: 194^6
Attacks your target's mind, providing a chance to forget those that have done them harm.
ID: 194^11
Sea Turtle
ID: 194^12
Sea Turtles
ID: 195^1
Fearless
ID: 195^4
This ability will make you permanently immune to fear spells.
ID: 195^6
Constricts your target's throat, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z, as well as lowering their strength and agility.
ID: 195^11
Dragon
ID: 195^12
Dragons
ID: 196^1
2 Hand Bash
ID: 196^4
This ability will allow you to use your Bash skill while wielding any 2-handed weapon.
ID: 196^6
Commands an undead creature to do your bidding, temporarily bending them to your will.
ID: 196^11
Dragon
ID: 196^12
Dragons
ID: 197^1
Innate Camouflage
ID: 197^2
Innate
ID: 197^3
Camo
ID: 197^4
This ability allows you to become invisible, nearly at will, without the need to memorize a spell.
ID: 197^6
Commands an undead creature to do your bidding, temporarily bending them to your will.
ID: 197^11
Ronnie Test
ID: 197^12
Ronnie Tests
ID: 198^1
Ambidexterity
ID: 198^4
This ability increases your chance to use dual wield successfully.
ID: 198^6
Commands an undead creature to do your bidding, temporarily bending them to your will.
ID: 198^11
Dragon
ID: 198^12
Dragons
ID: 199^1
Archery Mastery
ID: 199^4
This ability increases your archery damage 30, 60, 100, and 120 percent.
ID: 199^6
Completely removes your reaction to pain for %z, rendering you invulnerable to damage.
ID: 199^11
Shik'Nar
ID: 199^12
Shik'Nars
ID: 200^6
Mends minor wounds, healing between #1 and @1 hit points.
ID: 200^11
Rockhopper
ID: 200^12
Rockhoppers
ID: 201^6
Creates a bright flash of light, temporarily blinding your target.
ID: 201^11
Underbulk
ID: 201^12
Underbulks
ID: 201^14
BERTOXXULOUS - THE PLAGUEBRINGER
Followers of Bertoxxulous believe the only truth on Norrath is that everything dies. They view the decay of flesh as a thing of ultimate beauty. The subtle purples of a fresh bruise, the almost iridescent yellow/ green of an infested pustule, are but a few of the things that his followers relish. It is not surprising that many of his followers pursue the dark art of necromancy, for to them nothing is more desirable than to be surrounded by beings who, even in undeath, continue to rot and decay. Do not take this to mean that his followers are suicidal or seek a quick death. To the contrary, they wish to live long, painful lives, spreading their dark, diseased stain across all Norrath.
ID: 201^37
Improved Mana
ID: 201^38
This ability increases the maximum mana pool for your mercenary. Each additional rank increases the amount of total mana granted by the ability.
ID: 202^1
Fletching/Bowyer Mastery
ID: 202^4
This ability reduces your chance of failing on fletching combinations by 10, 25, and 50 percent.
ID: 202^6
Provides your target with a sense of courage, increasing their hit points and armor class for %z.
ID: 202^11
Grimling
ID: 202^12
Grimlings
ID: 202^14
BRELL SERILIS - THE DUKE OF BELOW
Followers of Brell Serilis believe that the surface world is a waste of space. They find true happiness in the caves, caverns, and tunnels that perforate the belly of Norrath. But this is one of the few points that all the followers of Brell Serilis can agree upon. There are many different factions who all worship Brell. The Runny Eye goblin clan claims that He is their father, much to the disgust of the dwarves of Kaladim, who know that the dwarves are the true children of Serilis. The vicious gnolls of Paw disagree entirely, for was it not Brell who sculpted them out of the sacred Clay of Cosgrove? Followers of Brell Serilis can be found, in one form or another, nearly anywhere you enter the Underfoot of Norrath.
ID: 203^6
Removes toxin from your target's system, curing them of minor poisons.
ID: 203^11
Worm
ID: 203^12
Worms
ID: 203^14
CAZIC-THULE - THE FACELESS
Followers of Cazic-Thule fear their Lord and believe that only by causing terror in others will they be spared his vengeful wrath. They strive to beat down and suppress all hope. Fear rules their lives and through fear they rule the lives of others. Pain, misery, violence, torture, and living sacrifice are the tools of a Cazicite. Many lizardman tribes are devout followers, but his number of humanoid patrons grows daily, a cold shadow slowly engulfing the bright spots of Norrath in a twisted nightmare of horror and pain.
ID: 204^6
Strikes your target with a jet of poison, causing between #1 and @1 damage.
ID: 204^11
Evan Test
ID: 204^12
Evan Tests
ID: 204^14
EROLLISI MARR - THE QUEEN OF LOVE
Followers of Erollisi Marr cling to the belief that love conquers all. It should be pointed out that while love is a generally peaceful concept, Erollisi's worshippers are not pacifists. They would like to live in a world where everyone loves everyone else and violence does not exist but they are not naive enough to think that Norrath is that world. They have passionate loves of people, places, and ideals, and are more than willing to fight and die to preserve those things. The dream of every follower of Erollisi is to die in selfless defense of someone or something they love. Many paladins hear the true calling of their hearts and follow Erollisi Marr.
ID: 205^1
Endless Quiver
ID: 205^4
This ability provides you a never-ending supply of arrows.
ID: 205^6
Provides a magical sense of direction, changing your heading to point directly North.
ID: 205^11
Shadel
ID: 205^12
Shadels
ID: 205^14
BRISTLEBANE - KING OF THIEVES
Followers of Bristlebane believe in having fun at the expense of nearly all else. Bards, rogues, jesters, gamblers, and gypsies are all typical followers. They are almost always very charming, clever, and witty: traits all his followers should strive to possess. Mischief in all its forms is encouraged. Practical jokes are performed as if they were the highest rituals. Very few of his followers are outright wicked in their desires, but it is best to keep at least one eye on your purse if they are about. And never let one deal you a hand of King's Court.
ID: 206^1
Unholy Steed
ID: 206^2
Unholy
ID: 206^3
Steed
ID: 206^4
This ability provides you with the power to call the ultimate unholy steed to your side.
ID: 206^6
Causes a shower of sparks and magical color to erupt around you.
ID: 206^11
Owlbear
ID: 206^12
Owlbears
ID: 206^14
INNORUUK - THE PRINCE OF HATE
Followers of Innoruuk include nearly the entire dark elven race, who regard Him as their 'Father'. They believe that Hate is a creative force, or rather 'THE' creative force in the universe. Creativity is born of destruction. Love and kindness are tools for those too ignorant to know what they want or too cowardly to do what is necessary to obtain their ends. It is only through the total disdain of one's enemies that one can gain true power over them. Pity and mercy have no power when confronted with contempt and viciousness. It is the honest belief of his followers that if they were to hate strong enough, they could destroy all of Norrath.
ID: 207^1
Improved Harm Touch
ID: 207^2
Impr.
ID: 207^3
HT
ID: 207^4
This ability gives you a low-resist Harm Touch. Using this ability also uses your existing Harm Touch timer.
ID: 207^6
Encases the caster in a divine aura, rendering them invulnerable to all attacks for %z.
ID: 207^11
Rhino Beetle
ID: 207^12
Rhino Beetles
ID: 207^14
KARANA - THE RAINKEEPER
Followers of Karana believe in the absolute power of storms. They worship the life giving power of the rain and respect the destructive force of a sandstorm or hurricane. The followers of Karana are rural humanoids - farmers, ranchers, hunters, and the like. They will often offer shelter from the elements to strangers. Many Karana followers live a nomadic lifestyle, traveling where the winds take them. They are humble, generous people who value strength and honesty and brook no disrespect of Karana and his work for they know it is only through his wisdom and kindness that all of Norrath is not consumed in an eternal tempest.
ID: 208^1
Leech Touch
ID: 208^2
Leech
ID: 208^3
Touch
ID: 208^4
This ability gives you a life tap harm touch that can be used in addition to your existing harm touch ability.
ID: 208^6
Lulls the mind of your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 208^11
Vampire
ID: 208^12
Vampires
ID: 208^14
MITHANIEL MARR - THE LIGHTBEARER
Followers of Mithaniel Marr believe that valor is what separates civilized beings from beasts. His followers live by a strict moral code that prizes truth, honor, and charity. They are champions of the downtrodden and the most noble of warriors. His followers strive to rid Norrath of all things dark and evil, often sacrificing themselves in this never ending quest. They will not rest until the day when all of Norrath is cleansed in Mithaniel's light. They take themselves and their duty very seriously, and have little patience for mischief or mayhem. Many paladins are devout servants of Mithaniel Marr.
ID: 209^1
Death Peace
ID: 209^2
Death
ID: 209^3
Peace
ID: 209^4
This ability moves the spell Death Peace to a hotkey freeing a spell slot.
ID: 209^6
Inspires fear in an undead opponent, causing them to flee.
ID: 209^11
Earth Elemental
ID: 209^12
Earth Elementals
ID: 209^14
PREXUS - THE OCEANLORD
Followers of the Oceanlord believe true power lies in the vast depths of Norrath's oceans. They believe that eons ago, life first formed in the murky depths and that one day, the oceans shall rise again to embrace the faithful and consume those who are unworthy. The Oceanlord's servants tend to live and work near, on, or beneath large bodies of water. They seek to spread the word of Prexus to all who will hear and defend the oceans and seas of Norrath against any who would cause them harm. Many sailors and fisherman are followers of Prexus.
ID: 210^1
Soul Abrasion
ID: 210^4
Each rank in this ability gives you increased damage off of the lifetap procs that result from your self buffs.
ID: 210^6
Focuses your spiritual energy into a great battle cry, increasing your strength and armor class for %z.
ID: 210^11
Air Elemental
ID: 210^12
Air Elementals
ID: 210^14
QUELLIOUS - THE TRANQUIL
Followers of the Tranquil seek peace. They are not strict pacifists, however, and will fight to defend themselves and those they care about. The peace they seek is an inner one. They wish to know all there is to know about themselves and the world around them. They thirst for the knowledge of their true selves and strive to help others attain enlightenment. It is through the sharing of this knowledge that they believe universal peace can be obtained. If every creature fully understood itself and its neighbors, there would be no need for conflict or war. Followers of Quellious typically follow a nomadic lifestyle, constantly questing for knowledge and hoping to find themselves along the way.
ID: 211^6
Focuses mana into a globe of pure drinking water.
ID: 211^11
Water Elemental
ID: 211^12
Water Elementals
ID: 211^14
RALLOS ZEK - THE WARLORD
Followers of Rallos Zek believe in the survival of the strong and extinction of the weak. The heat of battle is the only place enlightenment can be gained. The universe was formed by conflict and in conflict it will end. The victors will feast upon the remains of the fallen. No respect or regard is given to the dead, for if they were worthy, their hearts would still pump blood through their veins and not upon the soil of Norrath. Followers of Rallos Zek are almost exclusively warriors.
ID: 212^6
Cleanses the eyes of your target, removing some blindness effects.
ID: 212^11
Fire Elemental
ID: 212^12
Fire Elementals
ID: 212^14
RODCET NIFE - THE PRIME HEALER
Followers of Rodcet Nife take an oath to fight disease and death until one or the other finally claims them. They are very generous and humble, asking little more from their beneficiaries than that they pass on the kindness to others. They are not content to deal with the effects of disease and death after they occur and vigorously seek to destroy the sources of these evils. Healers and mystics are typical followers, but many noble rangers and paladins also have taken the Nife Oath. They believe that through faith in the Prime Healer, the wounded heart of the universe shall one day be mended, and death's dark shadow will never be seen again.
ID: 213^1
Instrument Mastery
ID: 213^4
This ability allows for improved use of all instrument types.
ID: 213^6
Cleanses your target's immune system, curing minor diseases.
ID: 213^11
Wetfang Minnow
ID: 213^12
Wetfang Minnows
ID: 213^14
SOLUSEK RO - THE BURNING PRINCE
Followers of Solusek Ro believe in the raw and unbridled power of fire. Fire birthed the world and in fire shall it be consumed. True aggressive action is the only way for one to obtain what is desired. Power is gained by superior force. Followers of Ro have little fear. They are bold and brash and say what they mean and do what they say. Social graces are something they neither possess nor desire. They demand the respect of their peers and more often than not, earn it as well. Those who seek true elemental power follow Solusek Ro, and thus many wizards turn to his burning embrace.
ID: 214^6
Causes a shower of sparks and magical color to erupt around you.
ID: 214^11
Thought Horror
ID: 214^12
Thought Horrors
ID: 214^14
THE TRIBUNAL - THE SIX HAMMERS
Followers of The Tribunal seek one thing above all else: justice. While some claim to express this desire by pursuing careers as guards or magistrates, true believers in the Tribunal do not recognize the rights of any court on Norrath and enforce the Tribunal's sense of ultimate justice on the rest of the population. Retribution, vengeance, and punishment are sacred duties. Followers of the Tribunal are methodical, patient and just. They must be so, for it is their belief that if they punish an innocent, the Tribunal will pass judgment against them, and doom them to an eternity of endless torment.
ID: 215^6
Focuses your target's strength into an intense burst, increasing it for a short time, but then gradually decaying over the next %z.
ID: 215^11
Tegi
ID: 215^12
Tegis
ID: 215^14
TUNARE - THE MOTHER OF ALL
Followers of Tunare believe that we are all Tunare's children. The children of Tunare seek to help Norrath, which they believe to be a living and breathing being, to blossom and grow. Followers believe that the world of Norrath gave birth to Tunare and from her all life has sprung forth. Thus, by worshipping and protecting the land, followers are paying homage and respect to the Mother of their Mother, who in turn protects and provides for them. Followers of Tunare will fight to the death to protect nature in all its forms. Many druids, rangers, and a great many elves follow the ways of Tunare.
ID: 216^1
NOT USED
ID: 216^4
This ability allows for specialization and improved use of the specific instrument type.
ID: 216^6
Strikes an enemy with holy power, briefly stunning them. This spell works on creatures up to level @1.
ID: 216^11
Horse
ID: 216^12
Horses
ID: 216^14
VEESHAN - THE WURMQUEEN
Non-dragon followers of Veeshan believe that dragonkind is superior to all other forms of life. They swear allegiance to the Mother of Dragons and often sacrifice themselves or their loved ones to one of her children. In return for this undying devotion, Veeshan is very protective and generous to her loyal followers. Many humanoids have gained great riches and ancient knowledge through servitude to the wurms, but these gifts came with a high price...knowing that one is less than cattle to the dragons, and that they can take your messy life whenever it suits them. To most followers of Veeshan, however, serving a deity is its own reward.
ID: 217^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 217^11
Shissar
ID: 217^12
Shissars
ID: 218^6
A burst of holy power that inflicts between #1 and @1 damage to an undead target.
ID: 218^11
Fungal Fiend
ID: 218^12
Fungal Fiends
ID: 219^1
NOT USED
ID: 219^4
This ability allows for specialization and improved use of the specific instrument type.
ID: 219^6
Provides your target with a focused sense of self, increasing their hit points and armor class for %z.
ID: 219^11
Vampire
ID: 219^12
Vampires
ID: 220^6
Imbues you with the spirit of the cheetah, greatly increasing your movement speed for %z.
ID: 220^11
Stonegrabber
ID: 220^12
Stonegrabbers
ID: 221^6
Provides you with a mystical undead awareness, pointing you towards the nearest undead creature.
ID: 221^11
Scarlet Cheetah
ID: 221^12
Scarlet Cheetahs
ID: 222^1
NOT USED
ID: 222^4
This ability allows for specialization and improved use of the specific instrument type.
ID: 222^6
This spell is ineffective and can no longer function.
ID: 222^11
Zelniak
ID: 222^12
Zelniaks
ID: 223^6
Summons a magical hammer that is particularly adept at smiting undead.
ID: 223^11
Lightcrawler
ID: 223^12
Lightcrawlers
ID: 224^6
Surrounds your target with an aura of protection, warding away fire for %z.
ID: 224^11
Shade
ID: 224^12
Shades
ID: 225^1
Jam Fest
ID: 225^4
This ability allows you to sing your songs at a higher apparent level. Note: This does not allow you to sing songs that are actually higher than your level.
ID: 225^6
Surrounds your target with an aura of protection, warding away cold for %z.
ID: 225^11
Sunflower
ID: 225^12
Sunflowers
ID: 226^6
Surrounds your target with an aura of protection, warding away disease for %z.
ID: 226^11
Sun Revenant
ID: 226^12
Sun Revenants
ID: 227^6
Surrounds your target with an aura of protection, warding away poison for %z.
ID: 227^11
Shrieker
ID: 227^12
Shriekers
ID: 228^6
Surrounds your target with an aura of protection, warding away magic for %z.
ID: 228^11
Galorian
ID: 228^12
Galorians
ID: 229^1
Sonic Call
ID: 229^4
This gives your song the ability to do direct damage with a stun component.
ID: 229^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 229^11
Netherbian
ID: 229^12
Netherbians
ID: 230^1
Critical Mend
ID: 230^4
Each rank of this ability increases the chance to perform a superior mend.
ID: 230^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 230^11
Akheva
ID: 230^12
Akhevans
ID: 231^6
A forbidden word that causes between #1 and @1 damage to all nearby enemies.
ID: 231^11
Grieg Veneficus
ID: 231^12
Grieg Veneficuses
ID: 232^6
Provides you with a mystical awareness, pointing you towards the nearest summoned creature.
ID: 232^11
Sonic Wolf
ID: 232^12
Sonic Wolves
ID: 233^1
Purify Body
ID: 233^2
Purify
ID: 233^3
Body
ID: 233^4
This ability removes all negative effects from your body except for fear, charm, and resurrection effects. This ability does not work when you are silenced.
ID: 233^6
A burst of holy power that inflicts between #1 and @1 damage to an undead target.
ID: 233^11
Ground Shaker
ID: 233^12
Ground Shakers
ID: 234^1
Chain Combo
ID: 234^4
This ability gives you a chance to string a number of special attacks together.
ID: 234^6
Focuses magical energy into a halo that provides an aura of light when worn.
ID: 234^11
Vah Shir Skeleton
ID: 234^12
Vah Shir Skeletons
ID: 235^6
Cloaks your target in a light aura, rendering them invisible to most undead creatures for up to %z.
ID: 235^11
Wretch
ID: 235^12
Wretches
ID: 236^6
Surrounds your skin in a protective aura that absorbs between #1 and @1 damage. Consumes a cat's eye agate when cast.
ID: 236^11
Seru
ID: 236^12
Serus
ID: 237^1
Rapid Feign
ID: 237^4
This ability reduces your reuse time on feign death by 10, 25, and 50 percent.
ID: 237^6
Summons a swarm of mystic fireflies to your hands, providing light in dark areas.
ID: 237^11
Recuso
ID: 237^12
Recusos
ID: 238^6
Provides you with a mystical sense, pointing you towards the nearest animal.
ID: 238^11
Vah Shir
ID: 238^12
Vah Shirs
ID: 239^6
Surrounds your target in flickering flames, lowering their armor class, and doing between #2 and @2 damage every 6 seconds for %z. Requires, but does not consume, a fire beetle eye when cast.
ID: 239^11
Guard
ID: 239^12
Guards
ID: 240^1
Return Kick
ID: 240^4
This ability gives you the chance to automatically perform a bonus flying kick on ripostes 25, 35, and 50 percent of the time.
ID: 240^6
Lulls the ferocity of many animals, making them less likely to attack. This spell works on creatures up to level @1.
ID: 240^11
Teleport Man
ID: 240^12
Teleport Men
ID: 241^6
Incites fear in most animals, causing them to flee.
ID: 241^11
Werewolf
ID: 241^12
Werewolves
ID: 242^6
Entangles your target's feet with magical roots, slowing their movement speed for up to %z.
ID: 242^11
Nymph
ID: 242^12
Nymphs
ID: 243^1
Escape
ID: 243^2
Escape
ID: 243^4
This ability will cause all NPCs to forget about you. If you are out of immediate combat, this ability will also make you invisible similar to your hiding ability.
ID: 243^6
Cloaks you in a shimmering illusion that makes you appear to be an Iksar.
ID: 243^11
Dryad
ID: 243^12
Dryads
ID: 244^1
Poison Mastery
ID: 244^4
This ability reduces your chance of failing on a poison combination by 10, 25, and 50 percent. It also reduces the time to apply poison by 2.5 seconds per ability level. Once one point is applied to this ability, you will never again fail in poison application.
ID: 244^6
Provides your target with a sense of bravery, increasing their hit points and armor class for %z.
ID: 244^11
Treant
ID: 244^12
Treants
ID: 245^6
Beckons to the animals of the wild, allowing you to control them.
ID: 245^11
Fly
ID: 245^12
Flies
ID: 246^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 246^11
Tarew Marr
ID: 246^12
Tarew Marrs
ID: 247^1
Double Riposte
ID: 247^4
The first three ranks of this ability will give you an increased chance to execute a double riposte 15, 35, and 50 percent of the time. Additional ranks further increase this effect.
ID: 247^6
Covers your body in a mystic shield, allowing you to blend in with your outdoor surroundings.
ID: 247^11
Solusek Ro
ID: 247^12
Solusek Ros
ID: 248^6
A burst of holy power that inflicts between #1 and @1 damage to a summoned target.
ID: 248^11
Clockwork Golem
ID: 248^12
Clockwork Golems
ID: 249^6
Commands roots to take hold of your target, doing #1 damage and preventing their movement for %z.
ID: 249^11
Clockwork Brain
ID: 249^12
Clockwork Brains
ID: 250^1
Quick Hide
ID: 250^4
This ability reduces your reuse time on hide by 10, 25, and 50 percent.
ID: 250^6
Calms the savage spirit of almost any creature in an area around your target, making them less likely to attack. This spell works on creatures up to level @1, and only works outdoors.
ID: 250^11
Banshee
ID: 250^12
Banshees
ID: 251^6
Causes your target to increase in size and appear more imposing.
ID: 251^11
Guard of Justice
ID: 251^12
Guards of Justice
ID: 252^6
Calls down lightning from the sky, causing between #1 and @1 damage to all those in a small area around your target. This spell can only be cast outdoors.
ID: 252^11
Mini POM
ID: 252^12
Mini POMs
ID: 253^1
Quick Throw
ID: 253^4
This ability will allow you to perform additional throwing attacks on a single throw.
ID: 253^6
Summons a whirling wind to stun your target, also doing between #1 and @1 damage. This spell can only be cast outdoors.
ID: 253^11
Diseased Fiend
ID: 253^12
Diseased Fiends
ID: 254^1
Purge Poison
ID: 254^2
Purge
ID: 254^3
Poison
ID: 254^4
This ability will remove all poisons from your body.
ID: 254^6
Fills your hands with the force of flame, increasing your attack rating for %z.
ID: 254^11
Solusek Ro Guard
ID: 254^12
Solusek Ro Guards
ID: 255^1
Flurry
ID: 255^4
This ability will allow you to perform up to 2 additional attacks from your primary hand. Each rank increases the chance to flurry.
ID: 255^6
Covers your skin in a light veil that renders you invisible to most animals.
ID: 255^11
Bertoxxulous
ID: 255^12
Bertoxxulouses
ID: 256^6
Surrounds your target in a shield of thistles that cause damage to anything that strikes them for up to %z.
ID: 256^11
The Tribunal
ID: 256^12
The Tribunals
ID: 257^6
Creates a stone that glows with the light of the heavens. This spell can only be cast outdoors.
ID: 257^11
Terris-Thule
ID: 257^12
Terris-Thules
ID: 258^1
Rampage
ID: 258^2
Rampage
ID: 258^4
This ability will allow you to strike everything in a small radius. Each rank increases the number of strikes upon your enemies.
ID: 258^6
Transforms you into a stout tree, preventing movement, but increasing your regeneration. This spell can only be cast outdoors.
ID: 258^11
Vegerog
ID: 258^12
Vegerogs
ID: 259^1
Area Taunt
ID: 259^2
Area
ID: 259^3
Taunt
ID: 259^4
This ability will allow you to taunt everything in a small radius.
ID: 259^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 259^11
Crocodile
ID: 259^12
Crocodiles
ID: 260^1
War Cry
ID: 260^2
War Cry
ID: 260^4
This ability will allow you to make your entire group immune to fear for 10 seconds per level of the ability.
ID: 260^6
Beckons to the animals of the wild, allowing you to control them.
ID: 260^11
Bat
ID: 260^12
Bats
ID: 261^6
Forms a cloud of dense air around your feet, allowing you to float slightly off the ground for up to %z. Consumes a bat wing when cast.
ID: 261^11
Hraquis
ID: 261^12
Hraquis
ID: 262^6
Calls down a hailstorm from the sky, causing three waves of #1 damage to all creatures near your target.
ID: 262^11
Tranquilion
ID: 262^12
Tranquilions
ID: 263^1
Bandage Wound
ID: 263^4
This ability will give you increased healing ability per bandage by 10, 25, and 50 percent.
ID: 263^6
Hardens the skin of your target, increasing their hit points and armor class for %z.
ID: 263^11
Tin Soldier
ID: 263^12
Tin Soldiers
ID: 264^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 264^11
Nightmare Wraith
ID: 264^12
Nightmare Wraiths
ID: 265^6
Channels your body's energy to refresh your mind, trading hit points for mana.
ID: 265^11
Malarian
ID: 265^12
Malarians
ID: 266^1
Spell Casting Reinforcement Mastery
ID: 266^4
Each rank of this ability increases the duration of beneficial buffs that you cast by an additional 20 percent.
ID: 266^6
Increases your target's dexterity for %z.
ID: 266^11
Knight of Pestilence
ID: 266^12
Knights of Pestilence
ID: 267^1
Spell Casting Fury Mastery
ID: 267^4
Each rank of this ability gives you an increased chance to score a critical hit with your direct damage spells. Starting with rank 15, you will receive an increase in critical damage as well.
ID: 267^6
Increases your target's inner strength, providing increased hit points and armor class for %z.
ID: 267^11
Lepertoloth
ID: 267^12
Lepertoloths
ID: 268^6
Fills your target with the power of the earth, increasing their strength for %z.
ID: 268^11
Bubonian
ID: 268^12
Bubonians
ID: 269^6
Infuses your target with a feline spirit, increasing their agility for %z.
ID: 269^11
Bubonian Underling
ID: 269^12
Bubonian Underling
ID: 270^1
Extended Notes
ID: 270^4
This ability will increased your song ranges by 10, 15, and 25 percent.
ID: 270^6
Inflicts your target with a drowsy fever, slowing their attack rate for %z.
ID: 270^11
Pusling
ID: 270^12
Puslings
ID: 271^6
Fills your target with a fleeting fury, increasing their strength, dexterity, and armor class for %z.
ID: 271^11
Water Mephit
ID: 271^12
Water Mephits
ID: 272^6
Conjures a spirit pouch that allows you to carry heavy loads unhindered. The pouch and all of its contents will be lost if you leave the world of Norrath for a significant period of time.
ID: 272^11
Stormrider
ID: 272^12
Stormriders
ID: 273^1
Dragon Punch
ID: 273^2
Dragon
ID: 273^3
Punch
ID: 273^4
This ability augments Dragon Punch for human and drakkin monks and Tail Rake for iksars with the chance to automatically perform a Knockback.
ID: 273^6
Surrounds your target in a shield of barbs that causes damage to anything that strikes them for %z.
ID: 273^11
Junk Beast
ID: 273^12
Junk Beasts
ID: 274^1
Strong Root
ID: 274^2
Strong
ID: 274^3
Root
ID: 274^4
This ability will grant you the ability to cast an extremely low resistance Root-type spell.
ID: 274^6
Causes your target to grow hard scales around their body, increasing their armor class for %z. Consumes snake scales when cast.
ID: 274^11
Broken Clockwork
ID: 274^12
Broken Clockworks
ID: 275^1
Singing Mastery
ID: 275^4
This ability allows for specialization and improved use of your voice.
ID: 275^6
Creates a rift of bitter cold, causing between #1 and @1 damage to your target.
ID: 275^11
Giant Clockwork
ID: 275^12
Giant Clockworks
ID: 276^6
Fills your target's eyes with the sight of the serpent, granting them improved night vision.
ID: 276^11
Clockwork Beetle
ID: 276^12
Clockwork Beetles
ID: 277^6
Fills your target's blood with poison, causing #2 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 277^11
Nightmare Goblin
ID: 277^12
Nightmare Goblins
ID: 278^1
Body and Mind Rejuvenation
ID: 278^4
This ability will give you one additional point of mana and hit point regeneration.
ID: 278^6
Infuses your target with the spirit of the wolf, increasing their movement speed for %z.
ID: 278^11
Karana
ID: 278^12
Karanas
ID: 279^1
Physical Enhancement
ID: 279^4
This ability will give you additional improvements in your Natural Durability, Avoidance Boost, and Mitigation Boost.
ID: 279^6
Fills your target with the spirit of the bear, increasing their stamina for %z.
ID: 279^11
Blood Raven
ID: 279^12
Blood Ravens
ID: 280^1
Adv. Trap Negotiation
ID: 280^4
This ability will reduce the reuse time on your sense and disarm trap skills.
ID: 280^6
Fills your target with a burst of power, increasing their strength, dexterity, and armor class for %z.
ID: 280^11
Nightmare Gargoyle
ID: 280^12
Nightmare Gargoyles
ID: 281^6
Strips the willpower from your target, decreasing their strength, stamina, and armor class for %z.
ID: 281^11
Mouth of Insanity
ID: 281^12
Mouths of Insanity
ID: 282^6
Creates a rift of bitter cold, causing between #1 and @1 damage to your target.
ID: 282^11
Skeletal Horse
ID: 282^12
Skeletal Horses
ID: 283^1
Acrobatics
ID: 283^4
This ability will reduce the damage that you take from falling.
ID: 283^6
Causes your target's skin to grow as hard as a turtle's shell, increasing their armor class for %z.
ID: 283^11
Saryrn
ID: 283^12
Saryrns
ID: 284^6
Fills your target with the spirit of the snake, increasing their charisma for %z.
ID: 284^11
Fennin Ro
ID: 284^12
Fennin Ros
ID: 285^6
Animates a weapon and shield to attack your enemies. Consumes a tiny dagger when cast.
ID: 285^11
Tormentor
ID: 285^12
Tormentors
ID: 286^1
Scribble Notes
ID: 286^4
This ability will reduce the amount of time that it takes you to memorize a song.
ID: 286^6
Constricts your target's throat, causing between #1 and @1 damage, as well as lowering their strength and agility for %z.
ID: 286^11
Soul Devourer
ID: 286^12
Soul Devourers
ID: 287^1
Chaotic Stab
ID: 287^4
This ability will allow you to do minimal backstab damage on your backstab attempt, even if you are not positioned behind the monster.
ID: 287^6
Cloaks you in a shimmering illusion that makes you appear to be a nearby inanimate object.
ID: 287^11
Nightmare
ID: 287^12
Nightmares
ID: 288^1
Pet Discipline
ID: 288^4
This ability will allow you to give your pet a 'hold' command until explicitly told to attack. Usage: /pet hold. Pet Hold is now a state that your pet is either in or not. When your pet is in the hold state, your pet will only attack something when you tell it to, and your pet will continue to attack anything on its hate list after that point. Once the encounter is finished, your pet will automatically go back to a held state. If your pet is never told to exclusively attack anything, your pet will never attack anything, even if something is attacking it. This ability also grants the "Greater Pet Hold" command which forces your pet to not add anything to its hatelist unless specifically added by you when greater hold is activated. You can add a target to your pet's hatelist with either attack or qattack.
ID: 288^6
Surrounds your body in a magical shield, increasing your hit points and armor class.
ID: 288^11
Rallos Zek
ID: 288^12
Rallos Zeks
ID: 289^1
Hobble of Spirits
ID: 289^2
Hobble
ID: 289^3
of Spirits
ID: 289^4
Once you train this ability, you may imbue your pet with an attack that is reputed to slow an enemy's walking. Additional ranks increase the effectiveness and duration of your pet's ability to slow an enemy's walking speed.
ID: 289^6
Tears the magic from your target, causing their enchantments to fade.
ID: 289^11
Vallon Zek
ID: 289^12
Vallon Zeks
ID: 290^1
Frenzy of Spirit
ID: 290^2
Spirit
ID: 290^3
Frenzy
ID: 290^4
This ability gives Beastlords the power to send themselves into an animalistic frenzy, bent only on slaughter, for a brief period of time. Additional ranks increase the power of the frenzied state.
ID: 290^6
Creates a wave of intense color around you that assaults your opponent's senses, briefly stunning all nearby creatures.
ID: 290^11
Tallon Zek
ID: 290^12
Tallon Zeks
ID: 291^1
Paragon of Spirit
ID: 291^2
Paragon
ID: 291^3
of Spirit
ID: 291^4
This ability allows the Beastlord to share some of his natural attunement with his party in the form of health and mana. Additional ranks increase the amount of health and mana that is shared with party.
ID: 291^6
Weakens your opponent, lowering their strength and armor class.
ID: 291^11
Air Mephit
ID: 291^12
Air Mephits
ID: 292^6
Causes your opponent to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 292^11
Earth Mephit
ID: 292^12
Earth Mephits
ID: 293^6
Causes your target's image to blur, making it harder for your opponents to hit you by increasing your armor class.
ID: 293^11
Fire Mephit
ID: 293^12
Fire Mephits
ID: 294^6
Constricts your target's throat, causing between #1 and @1 damage initially and #4 damage every six seconds for %z, as well as lowering their strength and agility.
ID: 294^11
Nightmare Mephit
ID: 294^12
Nightmare Mephits
ID: 295^6
Animates a weapon and shield to attack your enemies. Consumes a tiny dagger when cast.
ID: 295^11
Zebuxoruk
ID: 295^12
Zebuxoruks
ID: 296^6
Strikes your target with a chaotic burst of mental energy, causing between #1 and @1 damage .
ID: 296^11
Mithaniel Marr
ID: 296^12
Mithaniel Marrs
ID: 297^6
Darkens your target's sight, often causing them to run about blindly.
ID: 297^11
Undead Knight
ID: 297^12
Undead Knights
ID: 298^6
Cloaks you in an amiable aura, causing creatures of your target's faction to view you more favorably.
ID: 298^11
The Rathe
ID: 298^12
The Rathes
ID: 299^6
Creates a watchful aura that will alert you when penetrated.
ID: 299^11
Xegony
ID: 299^12
Xegonys
ID: 300^6
Dominates your target's mind, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 300^11
Fiend
ID: 300^12
Fiends
ID: 301^6
Attacks your target's mind, providing a chance to forget those that have done them harm.
ID: 301^11
Test Object
ID: 301^12
Test Objects
ID: 301^37
Improved Melee Defense
ID: 301^38
This passive ability increases the armor class of your mercenary slightly. Each rank increases the amount of armor granted.
ID: 302^6
Constricts your target's muscles, causing their attack speed to slow for %z.
ID: 302^11
Crab
ID: 302^12
Crabs
ID: 303^6
Spins your target in a circle, preventing them from taking any action for a short time.
ID: 303^11
Phoenix
ID: 303^12
Phoenix
ID: 304^6
Fills your enemies' mind with confusion, causing them to flee.
ID: 304^11
Dragon
ID: 304^12
Dragons
ID: 305^6
Provides magical information about the item that your target is holding.
ID: 305^11
Bear
ID: 305^12
Bears
ID: 306^6
Strikes your target with a chaotic burst of mental energy, causing between #1 and @1 damage.
ID: 306^11
Giant
ID: 306^12
Giants
ID: 307^6
Cause enemies in a small area around your target to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 307^11
Giant
ID: 307^12
Giants
ID: 308^6
Sends you into a frenzy, increasing your strength, dexterity, and armor class for up to %z.
ID: 308^11
Giant
ID: 308^12
Giants
ID: 309^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 309^11
Giant
ID: 309^12
Giants
ID: 310^6
Conjures a bolt of light that illuminates the surrounding area briefly.
ID: 310^11
Giant
ID: 310^12
Giants
ID: 311^6
Focuses mana into the form of a magical dagger.
ID: 311^11
Giant
ID: 311^12
Giants
ID: 312^6
Provides your target with a sense of valor, increasing their hit points and armor class for %z.
ID: 312^11
Giant
ID: 312^12
Giants
ID: 313^6
Creates a circle of fire around you, causing between #1 and @1 damage to all nearby creatures.
ID: 313^11
War Wraith
ID: 313^12
War Wraiths
ID: 314^6
Provides your target with a sense of resolution, increasing their hit points and armor class for %z.
ID: 314^11
Wrulon
ID: 314^12
Wrulons
ID: 315^6
Summons a water elemental to aid you in battle.
ID: 315^11
Kraken
ID: 315^12
Krakens
ID: 316^6
Summons a fire elemental to aid you in battle.
ID: 316^11
Poison Frog
ID: 316^12
Poison Frogs
ID: 317^6
Summons an air elemental to aid you in battle.
ID: 317^11
Nilborien
ID: 317^12
Nilborien
ID: 318^6
Focuses mana into the form of a several bandages.
ID: 318^11
Valorian
ID: 318^12
Valorians
ID: 319^6
Focuses mana into the form of snake fang.
ID: 319^11
War Boar
ID: 319^12
War Boars
ID: 320^6
Focuses mana into the form of heatstone that provides improved night vision.
ID: 320^11
Efreeti
ID: 320^12
Efreetis
ID: 321^6
Focuses mana into the form of a wisp stone.
ID: 321^11
War Boar
ID: 321^12
War Boars
ID: 322^6
Burns your target's skin with a bolt of fire, causing between #1 and @1 damage.
ID: 322^11
Valorian
ID: 322^12
Valorians
ID: 323^6
Conjures a magical eye that allows you to scout dangerous areas.
ID: 323^11
Animated Armor
ID: 323^12
Animated Armors
ID: 324^6
Conjures a shock of blades that assaults your target, causing between #1 and @1 damage.
ID: 324^11
Undead Footman
ID: 324^12
Undead Footmen
ID: 325^6
Conjures a dimensional pocket that allows you to carry heavy loads unhindered. The pouch, and all of its contents, will be lost if you leave the world of Norrath for a significant period of time.
ID: 325^11
Rallos Zek Minion
ID: 325^12
Rallos Zek Minions
ID: 326^6
Fills you with a burning fury, increasing your strength, dexterity, agility, and armor class for %z.
ID: 326^11
Arachnid
ID: 326^12
Arachnids
ID: 327^6
Infuses your elemental companion with energy, increasing their attack speed, armor class, and strength.
ID: 327^11
Crystal Spider
ID: 327^12
Crystal Spiders
ID: 328^6
Conjures a column of fire that burns several creatures in the vicinity of your target, causing between #1 and @1 damage.
ID: 328^11
Zebuxoruk's Cage
ID: 328^12
Zebuxoruk's Cages
ID: 329^6
Calls upon the wrath of the gods to strike your target, inflicting between #1 and @1 damage.
ID: 329^11
BoT Portal
ID: 329^12
BoT Portals
ID: 330^6
Conjures a rain of blades that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 330^8
The Frogloks are a race of sentient amphibians. While they may be short, Frogloks are sturdy. They can swim underwater for long distances and can see well in the dark. They are clumsy on land as they are required to hop, but they can cross great distances with each leap.
ID: 330^11
Froglok
ID: 330^12
Frogloks
ID: 331^6
Reclaims the energy needed to maintain your pet, causing the pet to dissipate and restore some of your mana.
ID: 331^11
Troll
ID: 331^12
Trolls
ID: 332^6
Surrounds your target in a shield of fire, damaging any creature that attacks them.
ID: 332^11
Troll
ID: 332^12
Trolls
ID: 333^6
Covers you in phantom leather armor, increasing your hit point regeneration and armor class. Consumes a cat's eye agate when cast.
ID: 333^11
Troll
ID: 333^12
Trolls
ID: 334^6
Burns your target's skin with flames, causing between #1 and @1 damage.
ID: 334^11
Ghost
ID: 334^12
Ghost
ID: 335^6
Summons an earth elemental to aid you in battle.
ID: 335^11
Pirate
ID: 335^12
Pirates
ID: 336^6
Summons a water elemental to aid you in battle.
ID: 336^11
Pirate
ID: 336^12
Pirates
ID: 337^6
Fills your body with rage, increasing your strength, dexterity, and armor class for %z.
ID: 337^11
Pirate
ID: 337^12
Pirates
ID: 338^6
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 338^11
Pirate
ID: 338^12
Pirates
ID: 339^6
Conjures a magical coldstone that provides light in the immediate area.
ID: 339^11
Pirate
ID: 339^12
Pirates
ID: 340^6
Conjures a cloud of disease, causing #2 damage initially and #3 damage every 6 seconds for %z.
ID: 340^11
Pirate
ID: 340^12
Pirates
ID: 341^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 341^11
Pirate
ID: 341^12
Pirates
ID: 342^6
Senses the recently deceased, pointing you in the direction of your target's nearest corpse. If no target is selected it will point you in the direction of the nearest corpse.
ID: 342^11
Pirate
ID: 342^12
Pirates
ID: 343^6
Tears strength from your target and infuses your muscles for %z.
ID: 343^11
Frog
ID: 343^12
Frogs
ID: 344^6
Summons a clinging darkness that binds your target's feet, decreasing their movement rate, and does #1 damage every 6 seconds for %z.
ID: 344^11
Troll Zombie
ID: 344^12
Troll Zombies
ID: 345^6
Shrinks your target, allowing them greater mobility in tight quarters.
ID: 345^11
Luggald
ID: 345^12
Luggalds
ID: 346^6
Surrounds you in a dark aura, increasing your attack rating for %z.
ID: 346^11
Luggald
ID: 346^12
Luggalds
ID: 347^6
Numbs the awareness of the undead, making them less likely to attack. This spell works on creatures up to level @1.
ID: 347^11
Luggalds
ID: 347^12
Luggalds
ID: 348^6
Fills your target's blood with poison, causing #2 damage initially and #3 damage every six seconds for %z.
ID: 348^11
Drogmor
ID: 348^12
Drogmors
ID: 349^6
Increases your target's dexterity for %z.
ID: 349^11
Froglok Skeleton
ID: 349^12
Froglok Skeletons
ID: 350^6
Strikes your target with a chaotic burst of mental energy, causing between #1 and @1 damage.
ID: 350^11
Undead Froglok
ID: 350^12
Undead Frogloks
ID: 351^6
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 351^11
Knight of Hate
ID: 351^12
Knights of Hate
ID: 352^6
Allows your eyes the vision of the dead, providing night vision and the ability to see invisible creatures for %z.
ID: 352^11
Arcanist of Hate
ID: 352^12
Arcanists of Hate
ID: 353^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, and curses.
ID: 353^11
Veksar
ID: 353^12
Veksars
ID: 354^6
Causes you to momentarily step into the realm of shadow, reentering reality a short distance away.
ID: 354^11
Veksar
ID: 354^12
Veksars
ID: 355^6
Summons an engulfing darkness that binds your target's feet decreasing their movement rate, and doing #1 damage every 6 seconds for %z.
ID: 355^11
Veksar
ID: 355^12
Veksars
ID: 356^6
Surrounds your target in a shield of thorns that cause damage to anything that strikes them for %z.
ID: 356^11
Chokidai
ID: 356^12
Chokidais
ID: 357^6
Creates a dark pact that transfers #1 of your hit points to your target.
ID: 357^11
Undead Chokidai
ID: 357^12
Undead Chokidais
ID: 358^6
Imparts your target with a portion of your strength for %z.
ID: 358^11
Undead Veksar
ID: 358^12
Undead Veksars
ID: 359^6
Gives your attacks a vampiric property for %z, allowing a chance to steal life from your target.
ID: 359^11
Vampire
ID: 359^12
Vampires
ID: 360^6
Heats the blood of your target, causing between #1 and @1 damage every six seconds for %z.
ID: 360^11
Vampire
ID: 360^12
Vampires
ID: 361^6
Allows you to see through your undead servant.
ID: 361^11
Rujarkian Orc
ID: 361^12
Rujarkian Orcs
ID: 362^6
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 362^11
Bone Golem
ID: 362^12
Bone Golems
ID: 363^6
Creates an unholy aura that drains strength from those nearby.
ID: 363^11
Synarcana
ID: 363^12
Synarcanas
ID: 364^6
Surrounds your body with an aura of vengeful spirits, causing damage to anyone who strikes you for %z. Requires, but does not consume, a pearl when cast.
ID: 364^11
Sand Elf
ID: 364^12
Sand Elves
ID: 365^6
Creates an infectious cloud, causing #3 damage initially and #2 damage every six seconds for %z to all beings in a small area around your target.
ID: 365^11
Vampire
ID: 365^12
Vampires
ID: 366^6
Causes you to stop breathing and appear dead to most creatures.
ID: 366^11
Rujarkian Orc
ID: 366^12
Rujarkian Orcs
ID: 367^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing between #4 and @4 damage every 6 seconds for %z.
ID: 367^11
Skeleton
ID: 367^12
Skeletons
ID: 368^6
Covers your target in spiritual armor, increasing their armor class for %z.
ID: 368^11
Mummy
ID: 368^12
Mummies
ID: 369^6
Roots an undead creature to the ground, preventing them from moving.
ID: 369^11
Goblin
ID: 369^12
Goblins
ID: 370^6
Covers your target in a mass of darkness that steals their armor class and gives it to you for %z.
ID: 370^11
Insect
ID: 370^12
Insects
ID: 371^6
Allows you to speak through your undead servant.
ID: 371^11
Froglok Ghost
ID: 371^12
Froglok Ghosts
ID: 372^6
Covers your target in a thin layer of frost, causing between #1 and @1 damage.
ID: 372^11
Dervish
ID: 372^12
Dervishes
ID: 373^6
Conjures a sphere of energy that provides light in dark areas.
ID: 373^11
Shade
ID: 373^12
Shades
ID: 374^6
Covers nearby creatures in a numbing cold, causing between #1 and @1 damage.
ID: 374^11
Golem
ID: 374^12
Golems
ID: 375^6
Teleports you a short distance away in a random direction.
ID: 375^11
Evil Eye
ID: 375^12
Evil Eyes
ID: 376^6
Surrounds your target in fire, causing between #1 and @1 damage.
ID: 376^11
Box
ID: 376^12
Boxes
ID: 377^6
Calls down a cascade of sleet that falls in three waves, causing #1 damage to all creatures in the vicinity of your target.
ID: 377^11
Barrel
ID: 377^12
Barrels
ID: 378^6
Surrounds your target in radiating flame that damages any creature that strikes them.
ID: 378^11
Chest
ID: 378^12
Chests
ID: 379^6
Evokes a number of thin flames to rise around you, causing between #1 and @1 damage to all nearby creatures.
ID: 379^11
Vase
ID: 379^12
Vases
ID: 380^6
Creates a column of frost, causing between #1 and @1 damage to several creatures in the vicinity of your target.
ID: 380^11
Table
ID: 380^12
Tables
ID: 381^6
Covers you in resistant skin that protects you from poison and disease.
ID: 381^11
Weapon Rack
ID: 381^12
Weapon Racks
ID: 382^6
Creates a frost spiral that causes between #1 and @1 damage to several creatures in a small area around your target.
ID: 382^11
Coffin
ID: 382^12
Coffins
ID: 382^15
Freeport is a port city on the west of Antonica and is primarily home to Humans and Half Elves. The city is politically divided between the two powers vying for control over the city -- the Freeport Militia and the clerics and paladins of the Temple of Marr. As long as you watch your back, Freeport is a bustling city with many activities to choose from.
ID: 383^6
Strikes your target with a bolt of lightning, causing between #1 and @1 damage.
ID: 383^11
Bones
ID: 383^12
Bones
ID: 383^15
Freeport is a port city on the west of Antonica and is primarily home to Humans and Half Elves. The city is politically divided between the two powers vying for control over the city -- the Freeport Militia and the clerics and paladins of the Temple of Marr. As long as you watch your back, Freeport is a bustling city with many activities to choose from.
ID: 384^6
Shifts your vision to your target's eyes, as well as increasing vision range and offering vastly improved night vision.
ID: 384^11
Jokester
ID: 384^12
Jokesters
ID: 385^6
Creates a circle of lightning around you, causing between #1 and @1 damage to all nearby creatures.
ID: 385^11
Nihil
ID: 385^12
Nihil
ID: 386^6
Creates a pillar of fire, causing between #1 and @1 damage to several creatures in the vicinity of your target.
ID: 386^11
Trusik
ID: 386^12
Trusik
ID: 387^6
Covers you in a magical skin that absorbs #1 damage before dissipating. Consumes a bloodstone when cast.
ID: 387^11
Stone Worker
ID: 387^12
Stone Workers
ID: 388^6
Revives a slain ally, restoring #1 percent of their lost experience. It takes some time for the recently revived to fully recover.
ID: 388^11
Hynid
ID: 388^12
Hynids
ID: 389^6
Places a spiritual guardian on your target, increasing their armor class for %z.
ID: 389^11
Turepta
ID: 389^12
Tureptas
ID: 390^6
Thickens mana into a physical form. Consumes a poison vial and a pearl when cast.
ID: 390^11
Cragbeast
ID: 390^12
Cragbeasts
ID: 391^6
Revives a slain ally, restoring #1 percent of their lost experience. It takes some time for the recently revived to fully recover.
ID: 391^11
Stonemite
ID: 391^12
Stonemites
ID: 392^6
Revives a slain ally, restoring #1 percent of their lost experience. It takes some time for the recently revived to fully recover.
ID: 392^11
Ukun
ID: 392^12
Ukuns
ID: 393^6
Surrounds your skin in a protective aura that absorbs between #1 and @1 damage. Consumes a jasper when cast.
ID: 393^11
Ixt
ID: 393^12
Ixts
ID: 394^6
Surrounds your skin in a protective aura that absorbs between #1 and @1 damage. Consumes a peridot when cast.
ID: 394^11
Ikaav
ID: 394^12
Ikaavs
ID: 394^15
The Drakkin have made a home out of an old abandoned Ogre city in the Serpent Spine Mountains that they call Crescent Reach. Expertly carved into a stone cliff, the city is well-protected and the six dragons of the city are free to come and go from perches in their grove.
ID: 395^6
Summons a fire elemental to aid you in battle.
ID: 395^11
Aneuk
ID: 395^12
Aneuks
ID: 396^6
Summons an air elemental to aid you in battle.
ID: 396^11
Kyv
ID: 396^12
Kyvs
ID: 396^14
AGNOSTIC
Agnostics will not commit to a belief in the existence or non-existence of any deity.
ID: 397^6
Summons an earth elemental to aid you in battle.
ID: 397^11
Noc
ID: 397^12
Nocs
ID: 398^6
Summons a water elemental to aid you in battle.
ID: 398^11
Ra`tuk
ID: 398^12
Ra`tuks
ID: 399^6
Summons a fire elemental to aid you in battle.
ID: 399^11
Taneth
ID: 399^12
Taneths
ID: 400^6
Summons an air elemental to aid you in battle.
ID: 400^11
Huvul
ID: 400^12
Huvuls
ID: 401^6
Summons an earth elemental to aid you in battle.
ID: 401^11
Mutna
ID: 401^12
Mutnas
ID: 401^37
Improved Spell Resistance
ID: 401^38
This ability improves the chance your mercenary will resist incoming spells by a small amount. Each additional rank increases the resistance to spells slightly.
ID: 402^6
Summons a water elemental to aid you in battle.
ID: 402^11
Mastruq
ID: 402^12
Mastruqs
ID: 403^6
Summons a fire elemental to aid you in battle.
ID: 403^11
Taelosian
ID: 403^12
Taelosians
ID: 404^6
Summons an air elemental to aid you in battle.
ID: 404^11
Discord Ship
ID: 404^12
Discord Ships
ID: 405^6
Causes the earth to tremble around you, causing between #1 and @1 damage to all nearby enemies.
ID: 405^11
Stone Worker
ID: 405^12
Stone Workers
ID: 406^6
Causes the earth to tremble around you, causing between #1 and @1 damage to all nearby enemies.
ID: 406^11
Mata Muram
ID: 406^12
Mata Murams
ID: 407^6
Allows you to see through your target's eyes with greatly increased night vision.
ID: 407^11
Lightning Warrior
ID: 407^12
Lightning Warriors
ID: 408^6
Weakens your opponents mind, lowering their intelligence and wisdom.
ID: 408^11
Succubus
ID: 408^12
Succubi
ID: 409^6
Conjures a rain of spikes that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 409^11
Bazu
ID: 409^12
Bazus
ID: 410^6
Conjures a rain of swords that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 410^11
Feran
ID: 410^12
Ferans
ID: 411^6
Surrounds your target in a shield of flame, damaging any creature that attacks them.
ID: 411^11
Pyrilen
ID: 411^12
Pyrilens
ID: 412^1
New Tanaan Crafting Mastery
ID: 412^4
Training with the sages and merchants of New Tanaan gives adventurers the chance to hone their crafting skills. For each rank of this ability that you purchase, you are able to raise an additional trade skill past its Specialization level (200). (This ability applies to Baking, Blacksmithing, Brewing, Fletching, Jewelcraft, Pottery, and Tailoring.)
ID: 412^6
Surrounds your target in a shield of lava, damaging any creature that attacks them.
ID: 412^11
Chimera
ID: 412^12
Chimeras
ID: 413^6
A forbidden word that causes between #1 and @1 damage to all nearby enemies.
ID: 413^11
Dragorn
ID: 413^12
Dragorns
ID: 414^6
A forbidden word that causes between #1 and @1 damage to all nearby enemies.
ID: 414^11
Murkglider
ID: 414^12
Murkgliders
ID: 415^6
A forbidden word that causes between #1 and @1 damage to all nearby enemies.
ID: 415^11
Rat
ID: 415^12
Rats
ID: 416^6
A forbidden word that causes between #1 and @1 damage to all nearby enemies.
ID: 416^11
Bat
ID: 416^12
Bats
ID: 417^6
This spell is ineffective and can no longer function.
ID: 417^11
Gelidran
ID: 417^12
Gelidrans
ID: 418^1
Planar Power
ID: 418^4
This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank.
ID: 418^6
Calls down lightning from the sky, causing between #1 and @1 damage to all those in the vicinity of your target. This spell can only be cast outdoors.
ID: 418^11
Discordling
ID: 418^12
Discordlings
ID: 419^6
Calls down lightning from the sky, causing between #1 and @1 damage to your target.
ID: 419^11
Girplan
ID: 419^12
Girplans
ID: 420^6
Calls down lightning from the sky, causing between #1 and @1 damage to all those in the vicinity of your target. This spell can only be cast outdoors.
ID: 420^11
Minotaur
ID: 420^12
Minotaurs
ID: 421^6
Hardens the skin of your target, increasing their hit points and armor class for %z.
ID: 421^11
Dragorn Box
ID: 421^12
Dragorn Boxes
ID: 422^6
Hardens the skin of your target, increasing their hit points and armor class for %z.
ID: 422^11
Runed Orb
ID: 422^12
Runed Orbs
ID: 423^1
Planar Durability
ID: 423^4
The planes demand a certain hardiness of those who adventure within. Each rank of this ability adds an additional 1.5% to your maximum hit points. You gain the ability to train an additional rank at levels 61, 63, and 65.
ID: 423^6
Hardens the skin of your target, increasing their hit points and armor class for %z.
ID: 423^11
Dragon Bones
ID: 423^12
Dragon Bones
ID: 424^6
Imbues your target with the spirit of a scaled wolf, increasing their movement speed for %z. Any attack, or spell cast by your target will break the enchantment.
ID: 424^11
Muramite Armor Pile
ID: 424^12
Muramite Armor Piles
ID: 425^6
Fills you with the spirit of the wild, allowing you to take the form of a wolf for %z, increasing your movement speed, and attack rating.
ID: 425^11
Crystal Shard
ID: 425^12
Crystal Shards
ID: 426^1
Innate Enlightenment
ID: 426^4
Those who have meditated on the Plane of Tranquility find themselves able to expand their capacity of both Insight and Intellect. Each rank of this ability raises the maximum that you may raise your Intelligence and Wisdom by ten points. You may train in this ability once each level, beginning at level 61.
ID: 426^6
Fills you with the spirit of the wild, allowing you to take the form a wolf for %z, increasing your movement rate, and attack rating.
ID: 426^11
Portal
ID: 426^12
Portals
ID: 427^6
Fills you with the spirit of the wild, allowing you to take the form a wolf for %z.
ID: 427^11
Coin Purse
ID: 427^12
Coin Purses
ID: 428^6
Fills your group with the spirit of the wild, allowing them to take the form of a wolf for %z.
ID: 428^11
Rock Pile
ID: 428^12
Rock Piles
ID: 429^6
Fills your target with the power of the stone, increasing their strength for %z.
ID: 429^11
Murkglider Egg Sac
ID: 429^12
Murkglider Egg Sacs
ID: 430^6
Fills your target with the power of the storm, increasing their strength for %z.
ID: 430^11
Drake
ID: 430^12
Drakes
ID: 431^1
Advanced Spell Casting Mastery
ID: 431^4
This ability increases the chance of making your specialization checks by five percent per rank. The effect reduces your chance to fizzle and increases your chance of using less mana when casting a spell. You may train in this ability once each level upon reaching levels 62, 63, and 64.
ID: 431^6
Places a shifting shield on your target, increasing their armor class for %z.
ID: 431^11
Dervish
ID: 431^12
Dervishes
ID: 432^6
Surrounds your target in a shield of spikes that cause damage to anything that strikes them for %z.
ID: 432^11
Drake
ID: 432^12
Drakes
ID: 433^6
Ignites your target's skin, doing #1 damage, and lowering their ice resistance for %z.
ID: 433^11
Goblin
ID: 433^12
Goblins
ID: 434^6
Fills your target's blood with poison, causing #2 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 434^11
Kirin
ID: 434^12
Kirins
ID: 435^6
Fills your target's blood with poison, causing #2 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 435^11
Dragon
ID: 435^12
Dragons
ID: 436^6
Fills your target's blood with poison, causing #2 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 436^11
Basilisk
ID: 436^12
Basilisks
ID: 437^6
Creates a rain of poison, causing three waves of #1 damage to everything in a small radius around your target.
ID: 437^11
Dragon
ID: 437^12
Dragons
ID: 438^6
Creates a rain of poison, causing three waves of #1 damage to everything in a small radius around your target.
ID: 438^11
Dragon
ID: 438^12
Dragons
ID: 439^6
Crystallizes mana into a physical form. Consumes a poison vial and a peridot when cast.
ID: 439^11
Puma
ID: 439^12
Pumas
ID: 440^6
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 440^11
Spider
ID: 440^12
Spiders
ID: 441^6
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 441^11
Spider Queen
ID: 441^12
Spider Queens
ID: 442^6
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 442^11
Animated Statue
ID: 442^12
Animated Statues
ID: 443^6
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 443^11
UNKNOWN RACE
ID: 443^12
ID: 444^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, and curses.
ID: 444^11
UNKNOWN RACE
ID: 444^12
ID: 445^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 445^11
Dragon Egg
ID: 445^12
Dragon Eggs
ID: 446^1
Mastery of the Past
ID: 446^4
This ability makes it impossible for you to fizzle spells up to a certain level. Rank 1 - level 54. Rank 2 - level 56. Rank 3 - level 58. Rank 4 - level 62. Rank 5 - level 64. Rank 6 - level 66. Rank 7 - level 67. Rank 8 - level 69. Rank 9 - level 71. Rank 10 - level 72. Rank 11 - level 74. Rank 12 - level 76. Rank 13 - 79. Rank 14 - 80. Rank 15 - 81. Rank 16 - 82. Rank 17 - 83. Rank 18 - 84. Rank 19 - 85. Rank 20 - 86. Rank 21 - 87. Rank 22 - 88. Rank 23 - 89. Rank 24 - 90. Rank 25 - 91. Rank 26 - 92. Rank 27 - 93. Rank 28 - 94. Rank 29 - 95. Rank 30 - 96.
ID: 446^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 446^11
Dragon Statue
ID: 446^12
Dragon Statues
ID: 447^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 447^11
Lava Rock
ID: 447^12
Lava Rocks
ID: 448^6
Numbs the awareness of the undead, making them less likely to attack. This spell works on creatures up to level @1.
ID: 448^11
Animated Statue
ID: 448^12
Animated Statues
ID: 449^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 449^11
Spider Egg Sack
ID: 449^12
Spider Egg Sacks
ID: 450^6
Constricts your target's throat, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z, as well as lowering their strength and agility.
ID: 450^11
Lava Spider
ID: 450^12
Lava Spiders
ID: 451^6
Heats the blood of your target, causing between #1 and @1 damage every 6 seconds for %z.
ID: 451^11
Lava Spider Queen
ID: 451^12
Lava Spider Queens
ID: 452^6
Summons a dooming darkness that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z.
ID: 452^11
Dragon
ID: 452^12
Dragons
ID: 453^6
Summons a cascading darkness that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z.
ID: 453^11
Giant
ID: 453^12
Giants
ID: 454^6
Drains #3 of your target's life energy and transfers it to you every 6 seconds for %z.
ID: 454^11
Werewolf
ID: 454^12
Werewolves
ID: 455^6
Drains the strength of all nearby creatures for %z.
ID: 455^11
Kobold
ID: 455^12
Kobolds
ID: 456^6
Drains #3 of your target's life energy and transfers it to you every 6 seconds for %z.
ID: 456^11
Sporali
ID: 456^12
Sporalis
ID: 457^6
Grants your target the power of the dead, including levitation, increased poison resistance, water breathing, and the ability to see invisible creatures.
ID: 457^11
Gnomework
ID: 457^12
Gnomeworks
ID: 458^6
Creates a fire spiral that causes between #1 and @1 damage to all creatures in the vicinity of your target.
ID: 458^11
Orc
ID: 458^12
Orcs
ID: 459^0
Time has no meaning here.
ID: 459^1
Radiant Cure
ID: 459^2
Radiant
ID: 459^3
Cure
ID: 459^4
This ability grants its wielder the ability to cure their party of many afflictions, poisons, curses, and harmful magics. Additional ranks increase the curing properties of this ability.
ID: 459^6
Creates an energy spiral that causes between #1 and @1 damage to all creatures in the vicinity of your target.
ID: 459^11
Corathus
ID: 459^12
Corathus
ID: 460^6
Creates an energy spiral that causes between #1 and @1 damage to all creatures in the vicinity of your target.
ID: 460^11
Coral
ID: 460^12
Corals
ID: 461^6
Creates an aura of force around you, causing between #1 and @1 damage to all nearby creatures.
ID: 461^11
Drachnid
ID: 461^12
Drachnids
ID: 462^1
Hastened Divinity
ID: 462^4
This ability decreases the amount of time required between uses of Bestow Divine Aura by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
ID: 462^6
Creates a column of lightning, causing between #1 and @1 damage to several creatures in the vicinity of your target.
ID: 462^11
Drachnid Cocoon
ID: 462^12
Drachnid Cocoons
ID: 463^6
Creates a circle of force, causing between #1 and @1 damage to several creatures in the vicinity of your target.
ID: 463^11
Fungus Patch
ID: 463^12
Fungus Patches
ID: 464^6
Surrounds your target in frost, causing between #1 and @1 damage.
ID: 464^11
Gargoyle
ID: 464^12
Gargoyles
ID: 465^1
Hastened Turning
ID: 465^4
This ability decreases the amount of time required between uses of Turn Undead by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
ID: 465^6
Surrounds your target in an inferno, causing between #1 and @1 damage.
ID: 465^11
Witheran
ID: 465^12
Witherans
ID: 466^6
Strikes your target with an arch of lightning, causing between #1 and @1 damage.
ID: 466^11
Dark Lord
ID: 466^12
Dark Lords
ID: 467^6
Calls down a lightning storm that falls in three waves, causing between #1 and @1 damage to all creatures in the vicinity of your target.
ID: 467^11
Shiliskin
ID: 467^12
Shiliskins
ID: 468^1
Hastened Purification of the Soul
ID: 468^4
This ability decreases the amount of time required between uses of Purify Soul by ten percent per rank.
ID: 468^6
Calls down an energy storm that falls in three waves, causing between #1 and @1 damage to all creatures in the vicinity of your target.
ID: 468^11
Snake
ID: 468^12
Snakes
ID: 469^6
Calls down a storm of lava that falls in three waves, causing between #1 and @1 damage to all creatures in the vicinity of your target.
ID: 469^11
Evil Eye
ID: 469^12
Evil Eyes
ID: 470^6
Strikes your target with a thunderbolt, causing between #1 and @1 damage.
ID: 470^11
Minotaur
ID: 470^12
Minotaurs
ID: 471^1
Hastened Gathering
ID: 471^4
This ability decreases the amount of time required between uses of Gather Mana by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
ID: 471^6
Strikes your target with energy, stunning them briefly and causing between #1 and @1 damage.
ID: 471^11
Zombie
ID: 471^12
Zombies
ID: 472^11
Clockwork Boar
ID: 472^12
Clockwork Boars
ID: 473^11
Fairy
ID: 473^12
Fairies
ID: 474^1
Hastened Rabidity
ID: 474^4
This ability decreases the amount of time required between uses of Rabid Bear by four minutes per rank. You may train in this ability once each level, upon reaching level 63.
ID: 474^11
Witheran
ID: 474^12
Witherans
ID: 475^11
Air Elemental
ID: 475^12
Air Elementals
ID: 476^6
Drains your target of life energy, siphoning between #1 and @1 damage.
ID: 476^11
Earth Elemental
ID: 476^12
Earth Elementals
ID: 477^1
Hastened Exodus
ID: 477^4
This ability decreases the amount of time required between uses of Exodus by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
ID: 477^6
Creates a bolt of fire that burns your target, causing between #1 and @1 damage.
ID: 477^11
Fire Elemental
ID: 477^12
Fire Elementals
ID: 478^6
Allows your metabolism to function without oxygen, allowing you to survive without air for %z. Consumes a handful of fish scales to cast.
ID: 478^11
Water Elemental
ID: 478^12
Water Elementals
ID: 479^6
Surrounds your target in an inferno shield, damaging any creature that attacks them.
ID: 479^11
Alligator
ID: 479^12
Alligators
ID: 480^1
Hastened Root
ID: 480^4
The first three ranks of this ability decrease the amount of time required between uses of Strong Root by ten percent per rank. Additional ranks further decrease the time required between uses of Strong Root and also increase the strength of your roots making them less likely to break during combat.
ID: 480^6
Calls upon the judgment of the gods, allowing a chance for the target to forget those that have harmed them.
ID: 480^11
Bear
ID: 480^12
Bears
ID: 481^6
Covers your target in a shimmer of runes that absorb damage. Consumes a cat's eye agate when cast.
ID: 481^11
Scaled Wolf
ID: 481^12
Scaled Wolves
ID: 482^6
Covers your target in a shimmer of runes that absorb damage. Consumes a bloodstone when cast.
ID: 482^11
Wolf
ID: 482^12
Wolves
ID: 483^1
Hastened Mending
ID: 483^4
This ability decreases the amount of time required between uses of Mend Companion by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
ID: 483^6
Covers your target in a shimmer of runes that absorb damage. Consumes a jasper when cast.
ID: 483^11
Spirit Wolf
ID: 483^12
Spirit Wolves
ID: 484^6
Covers your target in a shimmer of runes that absorb damage. Consumes a peridot when cast.
ID: 484^11
Skeleton
ID: 484^12
Skeletons
ID: 485^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 485^11
Spectre
ID: 485^12
Spectres
ID: 486^1
Hastened Banishment
ID: 486^4
This ability decreases the amount of time required between uses of Turn Summoned by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
ID: 486^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 486^11
Bolvirk
ID: 486^12
Bolvirks
ID: 487^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 487^11
Banshee
ID: 487^12
Banshee
ID: 488^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 488^11
Banshee
ID: 488^12
Banshee
ID: 489^1
Hastened Instigation
ID: 489^4
This ability decreases the amount of time required between uses of Area Taunt by ten percent per rank. You may train in this ability once each level, upon reaching level 63 three times. Additional ranks begin at level 68.
ID: 489^6
Cloaks your target in a sympathetic aura, increasing their charisma.
ID: 489^11
Elddar
ID: 489^12
Elddar
ID: 490^6
Commands roots to take hold of your target, doing @1 damage and preventing their movement for %z.
ID: 490^11
Forest Giant
ID: 490^12
Forest Giants
ID: 491^6
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 491^11
Bone Golem
ID: 491^12
Bone Golems
ID: 492^1
Hastened Rampage
ID: 492^4
This ability decreases the amount of time required between uses of Rampage by ten percent per rank.
ID: 492^6
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 492^11
Horse
ID: 492^12
Horses
ID: 493^6
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 493^11
Pegasus
ID: 493^12
Pegasi
ID: 494^6
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 494^11
Shambling Mound
ID: 494^12
Shambling Mounds
ID: 495^1
Hastened Purification of the Body
ID: 495^4
Ranks 1, 2, and 3 of this ability decreases the amount of time required between uses of Purify Body by 3 minutes per rank. Additional ranks decrease this time by 2 minutes per rank.
ID: 495^6
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 495^11
Scrykin
ID: 495^12
Scrykin
ID: 496^6
Summons an earth elemental to aid you in battle.
ID: 496^11
Treant
ID: 496^12
Treants
ID: 497^6
Summons a water elemental to aid you in battle.
ID: 497^11
Vampire
ID: 497^12
Vampires
ID: 498^1
Hasty Exit
ID: 498^4
This ability decreases the amount of time required between uses of Escape by ten percent per rank.
ID: 498^6
Summons a fire elemental to aid you in battle.
ID: 498^11
Ayonae Ro
ID: 498^12
Ayonae Ro
ID: 499^6
Summons an air elemental to aid you in battle.
ID: 499^11
Sullon Zek
ID: 499^12
Sullon Zek
ID: 500^6
Covers your face in magical strands, allowing you to see through your target's eyes.
ID: 500^11
Banner
ID: 500^12
Banners
ID: 501^1
Hastened Purification
ID: 501^4
This ability decreases the amount of time required between uses of Purge Poison by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
ID: 501^6
Soothes the mind of your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 501^11
Flag
ID: 501^12
Flags
ID: 502^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 502^11
Rowboat
ID: 502^12
Rowboats
ID: 503^6
Strikes your target with energy, stunning them briefly and causing between #2 and @2 damage.
ID: 503^11
Bear Trap
ID: 503^12
Bear Traps
ID: 504^6
Focuses your target's strength into an intense burst, increasing it for a short time, but then gradually decaying over the next %z.
ID: 504^11
Clockwork Bomb
ID: 504^12
Clockwork Bombs
ID: 505^6
Inflicts your target with a listless fever, slowing their attack rate for %z.
ID: 505^11
Dynamite Keg
ID: 505^12
Dynamite Kegs
ID: 506^6
Engulfs your target in a swarm of insects, slowing their attack rate for %z.
ID: 506^11
Pressure Plate
ID: 506^12
Pressure Plates
ID: 507^1
Divine Arbitration
ID: 507^2
Divine
ID: 507^3
Arb.
ID: 507^4
Using this ability balances the health of your group such that all group members end up with the same amount of damage taken. The first rank does so at a 20 percent penalty to the average, the second rank does so at a 10 percent penalty, and the final rank does so at no penalty. You may train the ranks of this ability at or after levels 61, 63, and 65.
ID: 507^6
Engulfs your target in a swarm of insects, slowing their attack rate for %z.
ID: 507^11
Puffer Spore
ID: 507^12
Puffer Spores
ID: 508^6
Creates a rift of bitter cold, causing between #1 and @1 damage to your target.
ID: 508^11
Stone Ring
ID: 508^12
Stone Rings
ID: 509^6
Creates a rift of bitter cold, causing between #1 and @1 damage to your target.
ID: 509^11
Root Tentacle
ID: 509^12
Root Tentacles
ID: 510^1
Wrath of the Wild
ID: 510^2
Wrath
ID: 510^3
of Wild
ID: 510^4
Developed by the denizens of Tranquility as a deterrent to potential attackers, this ability will shield you with a single-hit, large damage barrier of thorns. Additional ranks of this ability increase the amount of damage that is inflicted.
ID: 510^6
Creates a rift of bitter cold, causing between #1 and @1 damage to your target.
ID: 510^11
Runic Symbol
ID: 510^12
Runic Symbols
ID: 511^6
Sickens your target with a fever, causing #3 damage initially and between #2 and @2 damage every six seconds for %z.
ID: 511^11
Saltpetter Bomb
ID: 511^12
Saltpetter Bombs
ID: 512^6
Entangles your target's feet with magical roots, slowing their movement speed for up to %z.
ID: 512^11
Floating Skull
ID: 512^12
Floating Skulls
ID: 513^1
Virulent Paralysis
ID: 513^2
Viru.
ID: 513^3
Para.
ID: 513^4
This ability causes your target to succumb to a sudden, violent attack, after which they are frequently unable to move for a time. Each rank of this ability increases the amount of time that the victim remains immobile. You may train the ranks of this ability at or after levels 61, 63, 65, 76, 78, 80, 81, 83 and 85.
ID: 513^6
Calms the ferocity of many animals, making them less likely to attack. This spell works on creatures up to level @1.
ID: 513^11
Spike Trap
ID: 513^12
Spike Traps
ID: 514^6
Incites fear in an animal target, causing them to flee.
ID: 514^11
Totem
ID: 514^12
Totems
ID: 515^6
Surrounds your body in a coat of thistles that increases your armor class, as well as harming those that strike you for %z.
ID: 515^11
Web
ID: 515^12
Webs
ID: 516^1
Harvest of Druzzil
ID: 516^2
Druzzil
ID: 516^3
Harvest
ID: 516^4
This ability gathers streams of additional mana into your being. You may train this ability at or after level 62. Each rank increases the amount of mana gained.
ID: 516^6
Surrounds your body in a coat of barbs that increases your armor class, as well as harming those that strike you for %z.
ID: 516^11
Wicker Basket
ID: 516^12
Wicker Baskets
ID: 517^1
Eldritch Rune
ID: 517^2
Eldritch
ID: 517^3
Rune
ID: 517^4
This ability provides Enchanters with an additional line of defense in the form of an added self-only rune. Each rank of this ability provides a stronger rune than the previous.
ID: 517^6
Surrounds your body in a coat of brambles that increases your armor class, as well as harming those that strike you for %z.
ID: 517^11
Nightmare/Unicorn
ID: 517^12
Nightmare/Unicorn
ID: 518^6
Surrounds your body in a coat of spikes that increases your armor class, as well as harming those that strike you for %z.
ID: 518^11
Horse
ID: 518^12
Horses
ID: 519^6
Surrounds your body in a coat of thorns that increases your armor class, as well as harming those that strike you for %z.
ID: 519^11
Nightmare/Unicorn
ID: 519^12
Nightmare/Unicorn
ID: 520^1
Servant of Ro
ID: 520^2
Servant
ID: 520^3
of Ro
ID: 520^4
This ability calls a loyal servant into being who will repeatedly hurl fire at your target. The first three ranks of this ability increase the amount of time that the servant is able to remain by your side (45, 70, and 90 seconds). Additional ranks of this ability increases the damaging capabilities of the servant.
ID: 520^6
Summons a whirling wind to stun your target, also doing between #1 and @1 damage. This spell can only be cast outdoors.
ID: 520^11
Bixie
ID: 520^12
Bixies
ID: 521^6
Constricts your target's throat, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z, as well as lowering their strength and agility.
ID: 521^11
Centaur
ID: 521^12
Centaurs
ID: 522^6
Calls shadows to conceal your body, allowing you to move undetected by many creatures for up to %z.
ID: 522^8
The proud and majestic Drakkins are humans touched by dragon's blood. They were created by six dragons of the Nest to protect Veeshan's bloodline on Norrath.
ID: 522^11
Drakkin
ID: 522^12
Drakkin
ID: 523^1
Wake the Dead
ID: 523^2
Wake
ID: 523^3
Dead
ID: 523^4
This ability calls the shade of a nearby corpse back to life to serve the Necromancer. The soulless abomination will fight the target, until called back to the afterlife some time later. The slave summoned by the first rank of this ability serves for 60 seconds, and each increasing rank adds 15 additional seconds. You may train the ranks of this ability at or after levels 61, 63, and 65.
ID: 523^11
Giant
ID: 523^12
Giants
ID: 524^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 524^11
Gnoll
ID: 524^12
Gnolls
ID: 525^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 525^11
Griffin
ID: 525^12
Griffin
ID: 526^1
Suspended Minion
ID: 526^2
Suspend
ID: 526^3
Minion
ID: 526^4
This ability grants the summoner the ability to suspend and recall their existing pet at will, provided they remain in their current zone. The first rank suspends the pet at its current health only, while the second rank suspends the pet with all of its beneficial effects as well as its weapons and armor. You may cast a second pet while your first pet is Suspended. You may train the first rank upon reaching level 62 and the second rank upon reaching level 64.
ID: 526^6
Infects your target with a fever, causing them to become more susceptible to other diseases.
ID: 526^11
Giant Shade
ID: 526^12
Giant Shades
ID: 527^6
Infects your target with a fever, causing them to become more susceptible to other diseases.
ID: 527^11
Harpy
ID: 527^12
Harpies
ID: 528^1
Spirit Call
ID: 528^2
Spirit
ID: 528^3
Call
ID: 528^4
This ability calls a number of spirit companions into existence directed at a target. The companions attack the target without question until they are called back to their home plane 60 seconds later. Additional ranks increase the strength of these spirit companions.
ID: 528^6
Teleports you a large distance away in a random direction.
ID: 528^11
Mammoth
ID: 528^12
Mammoths
ID: 529^6
Strengthens your vision, allowing you to see much farther.
ID: 529^11
Satyr
ID: 529^12
Satyr
ID: 530^6
Opens a mystical portal that transports you to the Northern Plains of Karana.
ID: 530^11
Dragon
ID: 530^12
Dragon
ID: 531^6
Opens a mystical portal that transports you to the Western Commonlands.
ID: 531^11
Dragon
ID: 531^12
Dragon
ID: 532^6
Opens a mystical portal that transports you to the Butcherblock Mountains.
ID: 532^11
Dyn'Leth
ID: 532^12
Dyn'Leth
ID: 533^6
Opens a mystical portal that transports you to the Toxxulia Forest.
ID: 533^11
Boat
ID: 533^12
Boats
ID: 534^1
Hand of Piety
ID: 534^2
Hand of
ID: 534^3
Piety
ID: 534^4
This ability invokes the direct blessing of your deity upon all of those nearby. All group members in range are healed 750 hit points. Additional ranks increase the healing power of this ability. Beginning with rank 22, the healing energy lingers healing your party members over time.
ID: 534^6
Opens a mystical portal that transports you to the Lavastorm Mountains.
ID: 534^11
Weapon Rack
ID: 534^12
Weapon Racks
ID: 535^6
Opens a mystical portal that transports you to the Southern Desert of Ro.
ID: 535^11
Armor Rack
ID: 535^12
Armor Racks
ID: 536^6
Opens a mystical portal that transports you to the Feerrott Jungle.
ID: 536^11
Honey Pot
ID: 536^12
Honey Pots
ID: 537^1
Mithaniel's Binding
ID: 537^4
This ability further increases the amount of healing provided by a single bandage while binding wounds. The two ranks of this ability may be trained at or after levels 63 and 64.
ID: 537^6
Opens a mystical portal that transports you to the Steamfont Mountains.
ID: 537^11
Jum Jum Bucket
ID: 537^12
Jum Jum Buckets
ID: 538^6
Opens a mystical portal that transports you to the Misty Thicket.
ID: 538^11
Toolbox
ID: 538^12
Toolboxes
ID: 539^6
Infuses your eyes with magical vision, allowing you to see clearly in the dark for %z.
ID: 539^11
Stone Jug
ID: 539^12
Stone Jugs
ID: 540^6
Crystallizes mana into a physical form. Consumes a poison vial and an emerald when cast.
ID: 540^11
Small Plant
ID: 540^12
Small Plants
ID: 541^6
Opens an arcane portal that teleports you to Toxxulia forest.
ID: 541^11
Medium Plant
ID: 541^12
Medium Plants
ID: 542^1
Raging Flurry
ID: 542^4
This ability further increases the chance of performing a flurry attack upon successfully scoring a triple attack. The three ranks of this ability may be trained once each level for levels 63 and above.
ID: 542^6
Opens an arcane portal that teleports you to the Northern Plains of Karana.
ID: 542^11
Tall Plant
ID: 542^12
Tall Plants
ID: 543^6
Opens an arcane portal that teleports you to the Greater Faydark.
ID: 543^11
Wine Cask
ID: 543^12
Wine Casks
ID: 544^6
Opens an arcane portal that teleports you to the Western Commonlands.
ID: 544^11
Elven Boat
ID: 544^12
Elven Boats
ID: 545^1
Guardian of the Forest
ID: 545^2
Guardian
ID: 545^3
of the Forest
ID: 545^4
This ability transforms you into an exceptionally bloodthirsty wolf that attacks with lightning speed, for a brief time. Additional ranks increase your offensive capabilities and cause the transition into the wolf to heal many of your wounds.
ID: 545^6
Opens an arcane portal that teleports you to Nektulos Forest.
ID: 545^11
Gnomish Boat
ID: 545^12
Gnomish Boats
ID: 546^6
Opens an arcane portal that teleports you to the Temple of Cazic-Thule.
ID: 546^11
Barrel Barge Ship
ID: 546^12
Barrel Barge Ships
ID: 547^6
Opens an arcane portal that teleports you to the Northern Desert of Ro.
ID: 547^11
Goo
ID: 547^12
Goos
ID: 548^1
Spirit of the Wood
ID: 548^2
Spirit of
ID: 548^3
Wood
ID: 548^4
For a brief time, you are able to commune with the woodland spirits who provide your party with exceptional regenerative abilities and a protective shield of armor and thorns. Additional ranks increase the power of this effect
ID: 548^6
Opens an arcane portal that teleports you to the Western Plains of Karana.
ID: 548^11
Goo
ID: 548^12
Goos
ID: 549^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1.
ID: 549^11
Goo
ID: 549^12
Goos
ID: 550^6
Opens a mystical portal that transports your group to the Northern Plains of Karana.
ID: 550^11
Merchant Ship
ID: 550^12
Merchant Ships
ID: 551^1
Bestial Frenzy
ID: 551^4
Each rank in this ability improves your chance of performing a double attack in any given combat round.
ID: 551^6
Opens a mystical portal that transports your group to the Western Commonlands.
ID: 551^11
Pirate Ship
ID: 551^12
Pirate Ships
ID: 551^15
The Frogloks have been forced out of their first home within the Innothule Swamp of Antonica by the Trolls and have found a new home, the Outpost of Gukta, in Rathe Mountains.
ID: 552^6
Opens a mystical portal that transports your group to the Toxxulia Forest.
ID: 552^11
Ghost Ship
ID: 552^12
Ghost Ships
ID: 553^6
Opens a mystical portal that transports your group to the Butcherblock Mountains.
ID: 553^11
Banner
ID: 553^12
Banners
ID: 554^6
Opens a mystical portal that transports your group to the Lavastorm Mountains.
ID: 554^11
Banner
ID: 554^12
Banners
ID: 555^6
Opens a mystical portal that transports your group to the Southern Desert of Ro.
ID: 555^11
Banner
ID: 555^12
Banners
ID: 556^1
Harmonious Attack
ID: 556^4
This ability grants you a chance of performing a double attack in any given combat round. Additional ranks improve your chance of performing the double attack.
ID: 556^6
Opens a mystical portal that transports your group to the Feerrott Jungle.
ID: 556^11
Banner
ID: 556^12
Banners
ID: 557^6
Opens a mystical portal that transports your group to the Steamfont Mountains.
ID: 557^11
Banner
ID: 557^12
Banners
ID: 558^6
Opens a mystical portal that transports your group to the Misty Thicket.
ID: 558^11
Aviak
ID: 558^12
Aviak
ID: 559^6
Burns the flesh from your target's bones, causing between #1 and @1 damage, and temporarily turning them into a skeleton.
ID: 559^11
Beetle
ID: 559^12
Beetles
ID: 560^6
Calls upon the furor of the gods to strike your target, causing between #1 and @1 damage.
ID: 560^11
Gorilla
ID: 560^12
Gorillas
ID: 561^1
Knight's Advantage
ID: 561^4
This ability grants you an increased chance of performing a double attack in any given combat round. You gain the ability to train an additional rank at levels 61, 63, and 65 and an additional three ranks at level 70.
ID: 561^6
Opens an arcane portal that teleports your entire group to Toxxulia Forest.
ID: 561^11
Kedge
ID: 561^12
Kedge
ID: 562^6
Opens an arcane portal that teleports your entire group to the Northern Plains of Karana.
ID: 562^11
Kerran
ID: 562^12
Kerran
ID: 563^6
Opens an arcane portal that teleports your entire group to the Greater Faydark.
ID: 563^11
Shissar
ID: 563^12
Shissars
ID: 564^1
Ferocity
ID: 564^4
Each rank of this ability grants you an increased chance of performing a double attack in any given combat round.
ID: 564^6
Opens an arcane portal that teleports your entire group to Nektulos Forest.
ID: 564^11
Siren
ID: 564^12
Siren
ID: 565^6
Opens an arcane portal that teleports your entire group to the Temple of Cazic-Thule.
ID: 565^11
Sphinx
ID: 565^12
Sphinx
ID: 566^6
Opens an arcane portal that teleports your entire group to the Western Commonlands.
ID: 566^11
Human
ID: 566^12
Humans
ID: 567^1
Viscid Roots
ID: 567^4
Each rank of this ability reduces the chance that a rooted NPC will be freed by your damaging spells. The first rank provides a 12% increases of the protection provided by Enhanced Root, the second increases the protection by 13% and the third rank by 15%.
ID: 567^6
Opens an arcane portal that teleports your entire group to the Northern Desert of Ro.
ID: 567^11
Campfire
ID: 567^12
Campfires
ID: 568^1
Sionachie's Crescendo
ID: 568^4
This ability provides an even greater extension to the range of group songs. The three ranks of this ability may be trained once each level for levels 63 and above.
ID: 568^6
Opens an arcane portal that teleports your entire group to the Western Plains of Karana.
ID: 568^11
Brownie
ID: 568^12
Brownies
ID: 569^6
Summons an earth elemental to aid you in battle.
ID: 569^11
Dragon
ID: 569^12
Dragons
ID: 570^6
Summons a water elemental to aid you in battle.
ID: 570^11
Exoskeleton
ID: 570^12
Exoskeletons
ID: 571^1
Ayonae's Tutelage
ID: 571^4
Each rank of this ability allows for further improvements in the use of all instrument and singing types.
ID: 571^6
Summons a fire elemental to aid you in battle.
ID: 571^11
Ghoul
ID: 571^12
Ghouls
ID: 572^6
Summons an air elemental to aid you in battle.
ID: 572^11
Clockwork Guardian
ID: 572^12
Clockwork Guardians
ID: 573^6
Summons an earth elemental to aid you in battle.
ID: 573^11
Mantrap
ID: 573^12
Mantraps
ID: 574^1
Feigned Minion
ID: 574^4
This ability allows you to instruct your pet to feign death via the '/pet feign' command. Three ranks of this skill are available, causing your pet to succeed 25%, 50%, and 75% of the time, respectively. You gain the ability to train an additional rank at levels 61, 63, and 65.
ID: 574^6
Summons a water elemental to aid you in battle.
ID: 574^11
Minotaur
ID: 574^12
Minotaurs
ID: 575^6
Summons a fire elemental to aid you in battle.
ID: 575^11
Scarecrow
ID: 575^12
Scarecrows
ID: 576^6
Summons an air elemental to aid you in battle.
ID: 576^11
Shade
ID: 576^12
Shades
ID: 577^1
Unfailing Divinity
ID: 577^4
The most devout find that their calls are answered with much greater frequency. This ability grants your Death Pact-type spells a second chance to successfully heal their target. Additional ranks of this ability cause said spells to do a portion of their healing value even on a complete failure. You gain the ability to train an additional rank at levels 61, 63, and 65.
ID: 577^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 577^11
Rotocopter
ID: 577^12
Rotocopters
ID: 578^6
Strengthens your vision, allowing you to see much farther.
ID: 578^11
Tentacle Terror
ID: 578^12
Tentacle Terrors
ID: 579^6
Strengthens your vision, allowing you to see much farther.
ID: 579^11
Wereorc
ID: 579^12
Wereorcs
ID: 580^1
Animation Empathy
ID: 580^4
Progressive ranks of this ability grant you finer control over your animations. At its initial level, you are allowed to give your animations "Guard" and "Follow" commands. At the second rank, "Attack" and "Queue Attack" commands. At the final rank, "Report Health", "Who Leader", "Back off", "Stop", "Target Pet", "Taunt", and "Sit" commands. You gain the ability to train an additional rank at levels 61, 63, and 65.
ID: 580^6
Shifts your vision to your target's eyes, as well as increasing vision range and offering vastly improved night vision.
ID: 580^11
Worg
ID: 580^12
Worgs
ID: 581^6
Cloaks you in a shimmering illusion that makes you appear to be a Skeleton.
ID: 581^11
Wyvern
ID: 581^12
Wyvern
ID: 582^6
Cloaks you in a shimmering illusion that makes you appear to be a Human.
ID: 582^11
Chimera
ID: 582^12
Chimera
ID: 583^1
Rush to Judgment
ID: 583^4
Training in this ability shortens the time between uses of Divine Stun by seven seconds per rank. The three ranks of this ability may be trained once each level for levels 63 and above.
ID: 583^6
Cloaks you in a shimmering illusion that makes you appear to be a Half-Elf.
ID: 583^11
Kirin
ID: 583^12
Kirin
ID: 584^6
Cloaks you in a shimmering illusion that makes you appear to be an Earth Elemental. This spell also grants you increased strength.
ID: 584^11
Puma
ID: 584^12
Pumas
ID: 585^6
Cloaks you in a shimmering illusion that makes you appear to be a Werewolf.
ID: 585^11
Boulder
ID: 585^12
Boulders
ID: 586^1
Living Shield
ID: 586^4
This extends your capacity to act as a living shield, This ability adds twelve seconds per rank to the duration of your /shield. You may train the ranks of this ability at or after levels 61, 63, and 65.
ID: 586^6
Cloaks you in a shimmering illusion that makes you appear to be a Barbarian.
ID: 586^11
Banner
ID: 586^12
Banners
ID: 587^6
Cloaks you in a shimmering illusion that makes you appear to be an Erudite.
ID: 587^11
Elven Ghost
ID: 587^12
Elven Ghosts
ID: 588^6
Cloaks you in a shimmering illusion that makes you appear to be a Wood Elf.
ID: 588^11
Human Ghost
ID: 588^12
Human Ghosts
ID: 589^1
Consumption of the Soul
ID: 589^4
The most advanced Shadow Knights can further enhance their Leech Touch ability. Each rank of this ability increases the damage and healing done by Leech Touch.
ID: 589^6
Cloaks you in a shimmering illusion that makes you appear to be a High Elf.
ID: 589^11
Chest
ID: 589^12
Chests
ID: 590^6
Cloaks you in a shimmering illusion that makes you appear to be a Dark Elf. This spell also grants you greatly improved night vision.
ID: 590^11
Chest
ID: 590^12
Chests
ID: 591^6
Cloaks you in a shimmering illusion that makes you appear to be a Dwarf.
ID: 591^11
Crystal
ID: 591^12
Crystals
ID: 592^1
Boastful Bellow
ID: 592^2
Boastful
ID: 592^3
Bellow
ID: 592^4
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals. Beginning with rank 33, each rank will increase the spell resistances applied.
ID: 592^6
Cloaks you in a shimmering illusion that makes you appear to be a Troll. This spell also increases your regeneration rate slightly.
ID: 592^11
Coffin
ID: 592^12
Coffins
ID: 593^1
Fervent Blessing
ID: 593^4
This ability decreases the amount of time required between uses of Lay Hands. Each rank of this ability reduces the time between uses of Lay on Hands by 12 minutes. You gain the ability to train an additional rank at levels 61, 63, 65, and 76.
ID: 593^6
Cloaks you in a shimmering illusion that makes you appear to be an Ogre. This spell also grants you greatly improved night vision.
ID: 593^11
Guardian CPU
ID: 593^12
Guardian CPUs
ID: 594^6
Cloaks you in a shimmering illusion that makes you appear to be a Halfling.
ID: 594^11
Worg
ID: 594^12
Worgs
ID: 595^6
Cloaks you in a shimmering illusion that makes you appear to be a Gnome.
ID: 595^11
Mansion
ID: 595^12
Mansions
ID: 596^1
Touch of the Wicked
ID: 596^4
This ability decreases the amount of time required between uses of Harm Touch and its upgrades. Each rank reduces the reuse time by 12 minutes. You gain the ability to train an additional rank at levels 61, 63, 65 and 76.
ID: 596^6
Cloaks you in a shimmering illusion that makes you appear to be a Drybone Skeleton. This spell also grants increased fire resistance.
ID: 596^11
Floating Island
ID: 596^12
Floating Islands
ID: 597^6
Cloaks you in a shimmering illusion that makes you appear to be an Air Elemental. This spell also grants you levitation.
ID: 597^11
Cragslither
ID: 597^12
Cragslithers
ID: 598^6
Cloaks you in a shimmering illusion that makes you appear to be a Fire Elemental. This spell also provides you with a shield of flame that harms those who attack you.
ID: 598^11
Wrulon
ID: 598^12
Wrulons
ID: 599^1
Punishing Blade
ID: 599^4
This ability increases the chance of scoring an extra hit with all two-handed weapons. Each rank in this ability increases the chance of scoring an extra hit with all two-handed weapons that you wield.
ID: 599^6
Cloaks you in a shimmering illusion that makes you appear to be a Water Elemental, This spell also grants you magical breathing.
ID: 599^11
Spell Particle 1
ID: 599^12
Spell Particles 1
ID: 600^6
Cloaks you in a shimmering illusion that makes you appear to be a Spirit Wolf. This spell can only be cast outdoors.
ID: 600^11
Invisible Man of Zomm
ID: 600^12
Invisible Men of Zomm
ID: 601^6
Cloaks you in a shimmering illusion that makes you appear to be a tree. This spell can only be cast outdoors.
ID: 601^11
Robocopter of Zomm
ID: 601^12
Robocopters of Zomm
ID: 602^1
Speed of the Knight
ID: 602^4
Each rank in this ability increases the chance of scoring an extra hit with all two-handed weapons that you wield.
ID: 602^6
Evacuates your group to the Northern Plains of Karana. While faster casting than normal portal spells, it is more likely to leave one or more of your group members behind.
ID: 602^11
Burynai
ID: 602^12
Burynai
ID: 603^6
Evacuates your group to the Greater Faydark. While faster casting than normal portal spells, it is more likely to leave one or more of your group members behind.
ID: 603^11
Frog
ID: 603^12
Frogs
ID: 604^6
Evacuates your group to the Southern Desert of Ro. While faster casting than normal portal spells, it is more likely to leave one or more of your group members behind.
ID: 604^11
Dracolich
ID: 604^12
Dracoliches
ID: 605^1
Shroud of Stealth
ID: 605^4
This ability provides a previously unheard of level of stealth. The Rogue is able to draw shadows about himself so completely, even creatures that are normally not fooled by such trickery are frequently unable to see him. You may train in this ability upon reaching level 63.
ID: 605^6
Evacuates your group to the Nektulos Forest. While faster casting than normal portal spells, it is more likely to leave one or more of your group members behind.
ID: 605^11
Iksar Ghost
ID: 605^12
Iksar Ghosts
ID: 606^1
Nimble Evasion
ID: 606^4
This ability grants you a chance to hide or evade while moving. Each rank provides an increasing chance. You may train in this ability once each level after reaching level 61.
ID: 606^6
Evacuates your group to the Western Plains of Karana. While faster casting than normal portal spells, it is more likely to leave one or more of your group members behind.
ID: 606^11
Iksar Skeleton
ID: 606^12
Iksar Skeletons
ID: 607^6
Opens a mystical portal that transports your group to the Eastern Plains of Karana.
ID: 607^11
Mephit
ID: 607^12
Mephits
ID: 608^6
Opens a mystical portal that transports your group to the Butcherblock Mountains.
ID: 608^11
Muddite
ID: 608^12
Muddites
ID: 609^6
Opens a mystical portal that transports your group to the Southern Desert of Ro.
ID: 609^11
Raptor
ID: 609^12
Raptors
ID: 610^6
Opens a mystical portal that transports your group to the Lavastorm Mountains.
ID: 610^11
Sarnak
ID: 610^12
Sarnaks
ID: 611^1
Technique of Master Wu
ID: 611^4
Under the tutelage of Wu, Monks are able to hone their skills to the point of being able to execute a second and sometimes even third strike when scoring a hit with their special attacks. This ability grants a 20 percent increase in the chance of scoring multiple special attacks, per rank, up to rank 5. Ranks beyond rank 5 increase the chance to perform the third attack in the chain by 5% per rank.
ID: 611^6
Opens a mystical portal that transports your group to the Northern Plains of Karana.
ID: 611^11
Scorpion
ID: 611^12
Scorpions
ID: 612^6
Strikes your target with energy, stunning them briefly and causing #2 damage.
ID: 612^11
Tsetsian
ID: 612^12
Tsetsians
ID: 613^6
Focuses mana into the form of a magical staff.
ID: 613^11
Wurm
ID: 613^12
Wurms
ID: 614^6
Focuses mana into the form of a magical staff.
ID: 614^11
Nekhon
ID: 614^12
Nekhons
ID: 615^6
Focuses mana into the form of a runed staff.
ID: 615^11
Hydra Crystal
ID: 615^12
Hydra Crystals
ID: 616^1
Host of the Elements
ID: 616^2
Host of
ID: 616^3
Elem.
ID: 616^4
This ability calls an assault of elemental minions into existence directed at a target. The minions attack the target without question until they are called back to their plane 30 seconds later. The initial rank of this ability calls five elementals. Ranks 2 and 3 add two elementals each. Ranks 4, 5, and 6 increases the time the elementals stay in this plane by 15 seconds each. Ranks 7 through 15 increase the damage dealt by the swarm. Ranks 16 through 18 increase both duration and damage.
ID: 616^6
Focuses mana into the form of a staff of symbols.
ID: 616^11
Crystal Sphere
ID: 616^12
Crystal Spheres
ID: 617^6
Focuses mana into the form of a runed sword.
ID: 617^11
Gnoll
ID: 617^12
Gnolls
ID: 618^6
Conjures a dimensional pocket that allows you to carry heavy loads unhindered. The pouch, and all of its contents, will be lost if you leave the world of Norrath for a significant period of time.
ID: 618^11
Sokokar
ID: 618^12
Sokokar
ID: 619^1
Call of Xuzl
ID: 619^2
Call of
ID: 619^3
Xuzl
ID: 619^4
This ability calls a number of swords of Xuzl into existence directed at a target. The swords attack the target until they dissipate 45 seconds later. The initial rank of this ability calls two swords. Additional ranks increase the overall power of the ability.
ID: 619^6
Spins your target in a circle, preventing them from taking any action for a short time.
ID: 619^11
Stone Pylon
ID: 619^12
Stone Pylons
ID: 620^6
Summons an earth elemental to aid you in battle.
ID: 620^11
Demon Vulture
ID: 620^12
Demon Vultures
ID: 621^6
Summons a water elemental to aid you in battle.
ID: 621^11
Wagon
ID: 621^12
Wagons
ID: 622^1
Hastened Stealth
ID: 622^4
This ability reduces the time between which you may attempt to hide or evade by one second per rank. You may train the ranks of this ability at or after levels 61, 62, and 63.
ID: 622^6
Summons a fire elemental to aid you in battle.
ID: 622^11
God of Discord
ID: 622^12
Gods of Discord
ID: 623^6
Summons an air elemental to aid you in battle.
ID: 623^11
Feran Mount
ID: 623^12
Feran Mounts
ID: 624^6
Summons an earth elemental to aid you in battle.
ID: 624^11
Ogre NPC - Male
ID: 624^12
Ogres
ID: 625^1
Ingenuity
ID: 625^4
Years of experimentation have led to the discovery of how to gain additional performance (in the form of critical spell hits) from weapons and other items. Each rank in this ability will increase your critical hit chance with such items.
ID: 625^6
Summons a water elemental to aid you in battle.
ID: 625^11
Sokokar Mount
ID: 625^12
Sokokar Mounts
ID: 626^6
Summons a fire elemental to aid you in battle.
ID: 626^11
Giant (Rallosian mats)
ID: 626^12
Giants
ID: 627^6
Summons an air elemental to aid you in battle.
ID: 627^11
Sokokar (w saddle)
ID: 627^12
Sokokars
ID: 628^1
Fleet of Foot
ID: 628^4
This ability allows Bards to run at previously unheard of speeds. You may train in this ability at or after levels 62 and 64.
ID: 628^6
Summons an earth elemental to aid you in battle.
ID: 628^11
10th Anniversary Banner
ID: 628^12
10th Anniversary Banners
ID: 629^6
Summons a water elemental to aid you in battle.
ID: 629^11
10th Anniversary Cake
ID: 629^12
10th Anniversary Cakes
ID: 630^1
Fading Memories
ID: 630^2
Fading
ID: 630^3
Memories
ID: 630^4
This ability will cause all NPCs to forget about you. If you are out of immediate combat, this ability will also make you invisible. This ability is usable any time that you have 900 mana.
ID: 630^6
Summons a fire elemental to aid you in battle.
ID: 630^11
Wine Cask
ID: 630^12
Wine Casks
ID: 631^1
Tactical Mastery
ID: 631^4
Studying one's opponent for weaknesses provides the knowledge and ability to pierce through advanced defenses. Each rank of this ability grants an increasing chance of bypassing an opponent's special defenses, such as dodge, block, parry, and riposte. You may train in this ability at or after levels 61, 63, and 65.
ID: 631^6
Summons an air elemental to aid you in battle.
ID: 631^11
Hydra Mount
ID: 631^12
Hydra Mounts
ID: 632^6
Summons an earth elemental to aid you in battle.
ID: 632^11
Hydra NPC
ID: 632^12
Hydra NPCs
ID: 633^6
Summons a water elemental to aid you in battle.
ID: 633^11
Wedding Flowers
ID: 633^12
Wedding Flowers
ID: 634^1
Theft of Life
ID: 634^4
This ability grants a chance that the healing effect on your lifetaps will provide an exceptional amount of healing. Additional ranks further increase this effect.
ID: 634^6
Summons a fire elemental to aid you in battle.
ID: 634^11
Wedding Arbor
ID: 634^12
Wedding Arbors
ID: 635^6
Summons an air elemental to aid you in battle.
ID: 635^11
Wedding Altar
ID: 635^12
Wedding Altars
ID: 636^6
Surrounds your target's feet in arcane shackles, slowing their movement speed.
ID: 636^11
Powder Keg
ID: 636^12
Powder Kegs
ID: 637^1
Fury of Magic
ID: 637^4
Each rank in this ability increases your chance to score a critical hit with your direct damage spells.
ID: 637^11
Apexus
ID: 637^12
Apexus
ID: 638^11
Bellikos
ID: 638^12
Bellikos
ID: 639^11
Brell's First Creation
ID: 639^12
Brell's First Creation
ID: 640^6
Improves your visual range, allowing you to see farther for %z.
ID: 640^11
Brell
ID: 640^12
Brell
ID: 641^6
Grips your body in an unholy darkness, slowly draining your hit points while regenerating your mana.
ID: 641^11
Crystalskin Ambuloid
ID: 641^12
Crystalskin Ambuloids
ID: 642^6
Grips your body in an unholy darkness, slowly draining your hit points while regenerating your mana.
ID: 642^11
Cliknar Queen
ID: 642^12
Cliknar Queens
ID: 643^1
Project Illusion
ID: 643^2
Project
ID: 643^3
Illusion
ID: 643^4
This ability allows you to project your innate talent with illusions upon others. (Activating this ability on a targeted group member causes your next illusion spell to affect that target.)
ID: 643^6
Grips your body in an unholy darkness, slowly draining your hit points while regenerating your mana.
ID: 643^11
Cliknar Soldier
ID: 643^12
Cliknar Soldiers
ID: 644^1
Headshot
ID: 644^4
This ability allows you to strike an enemy on the head inflicting massive damage when using a bow. Each rank allows the ability to trigger on enemies 1 level below the required level for the ability.
ID: 644^6
Grips your body in an unholy darkness, slowly draining your hit points while regenerating your mana.
ID: 644^11
Cliknar Worker
ID: 644^12
Cliknar Workers
ID: 645^1
Entrap
ID: 645^2
Entrap
ID: 645^4
This ability provides you an additional means of entrapping, or more specifically, ensnaring an opponent. Additional ranks reduce the ability of your enemy to resist the effects.
ID: 645^6
Weakens your opponent, lowering their strength.
ID: 645^11
Coldain
ID: 645^12
Coldain
ID: 646^1
Unholy Touch
ID: 646^4
Each rank of this ability grants a considerable bonus to the amount of damage done by your Improved Harm Touch ability.
ID: 646^6
Cloaks you in a radiant visage, increasing your charisma.
ID: 646^11
Coldain
ID: 646^12
Coldain
ID: 647^6
Cloaks you in adorning grace, increasing your charisma.
ID: 647^11
Crystalskin Sessiloid
ID: 647^12
Crystalskin Sessiloids
ID: 648^6
Hardens your skin and fills your arms with energy, increasing strength and absorbing damage, while also decreasing your agility.
ID: 648^11
Genari
ID: 648^12
Genari
ID: 649^1
Total Domination
ID: 649^4
This ability adds strength to your charm spells. Victims of your charm spells are less likely to break out of their charms early.
ID: 649^6
Places a spiritual protection on your target, increasing their armor class for %z.
ID: 649^11
Gigyn
ID: 649^12
Gigyns
ID: 650^6
Causes your target's image to blur, making it harder for your opponents to hit you by increasing your armor class.
ID: 650^11
Greken - Young Adult
ID: 650^12
Grekens - Young Adult
ID: 651^6
Causes your target's image to blur, making it harder for your opponents to hit you by increasing your armor class.
ID: 651^11
Greken - Young
ID: 651^12
Grekens - Young
ID: 652^1
Stalwart Endurance
ID: 652^4
This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned. You may train in the ranks of this ability at or after levels 61, 63, and 65.
ID: 652^6
Causes your target's image to blur, making it harder for your opponents to hit you by increasing your armor class.
ID: 652^11
Cliknar Mount
ID: 652^12
Cliknar Mounts
ID: 653^6
Causes your target's image to blur, making it harder for your opponents to hit you by increasing your armor class.
ID: 653^11
Telmira
ID: 653^12
Telmiras
ID: 654^6
Causes your target's image to blur, making it harder for your opponents to hit you by increasing your armor class.
ID: 654^11
Spider Mount
ID: 654^12
Spider Mounts
ID: 655^1
Quick Summoning
ID: 655^4
This ability reduces the casting time of your summoning spells by 10, 25, and 50 percent.
ID: 655^6
Infuses your eyes with the vision of a cat, allowing you to see more clearly in the dark for %z.
ID: 655^11
Bear Mount
ID: 655^12
Bear Mounts
ID: 656^6
Covers your target in a thin layer of ice, causing between #1 and @1 damage.
ID: 656^11
Rat Mount
ID: 656^12
Rat Mounts
ID: 657^6
Surrounds your target in flames, causing between #1 and @1 damage.
ID: 657^11
Sessiloid Mount
ID: 657^12
Sessiloid Mounts
ID: 658^1
Mental Clarity
ID: 658^4
This ability increases your natural mana regeneration by 1 point per ability level.
ID: 658^6
Covers your target in a thick layer of ice, causing between #1 and @1 damage.
ID: 658^11
Morell-Thule
ID: 658^12
Morell-Thule
ID: 659^6
Consumes your target in flames, causing between #1 and @1 damage.
ID: 659^11
Marionette
ID: 659^12
Marionettes
ID: 660^6
Calls down a frost storm that falls in three waves, causing between #1 and @1 damage to all creatures in the vicinity of your target.
ID: 660^11
Book Dervish
ID: 660^12
Book Dervishes
ID: 661^1
Innate Regeneration
ID: 661^4
This ability raises your regeneration ability by 1 point per ability level up to rank 30. Ranks 31 to 35 add 5 points per level. Ranks 36 and higher add 10 per level.
ID: 661^6
Fills your pet with rage, giving it increased attack speed, armor class, and strength for %z.
ID: 661^11
Topiary Lion
ID: 661^12
Topiary Lions
ID: 662^6
A burst of holy power that inflicts between #1 and @1 damage to an undead target.
ID: 662^11
Rotdog
ID: 662^12
Rotdogs
ID: 663^6
A burst of holy light that inflicts between #1 and @1 damage to a summoned target.
ID: 663^11
Amygdalan
ID: 663^12
Amygdalans
ID: 664^1
Mana Burn
ID: 664^2
Mana
ID: 664^3
Burn
ID: 664^4
This ability allows you to do non-resistable damage in an amount based off of your current mana.
ID: 664^6
A burst of holy power that inflicts between #1 and @1 damage to a summoned target.
ID: 664^11
Sandman
ID: 664^12
Sandmen
ID: 665^1
Extended Notes
ID: 665^4
Each rank of this ability increases the range of your songs. Rank 1 increases it by 10%, rank 2 by 15%, rank 3 by 25%, rank 4 by 30%, rank 5 by 35%, and rank 6 by 40%.
ID: 665^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every 6 seconds for %z.
ID: 665^11
Grandfather Clock
ID: 665^12
Grandfather Clocks
ID: 666^6
Opens an arcane portal that teleports your entire group to the Plane of Hate. Consumes a Fuligan Soulstone of Innoruuk when cast.
ID: 666^11
Gingerbread Man
ID: 666^12
Gingerbread Men
ID: 667^6
Enchants a bar of silver with magical energy. Consumes a bar of silver when cast.
ID: 667^11
Royal Guard
ID: 667^12
Royal Guards
ID: 668^6
Enchants a bar of electrum with magical energy. Consumes a bar of electrum when cast.
ID: 668^11
Rabbit
ID: 668^12
Rabbits
ID: 669^6
Enchants a bar of gold with magical energy. Consumes a bar of gold when cast.
ID: 669^11
Blind Dreamer
ID: 669^12
Blind Dreamers
ID: 670^6
Enchants a bar of platinum with magical energy. Consumes a bar of platinum when cast.
ID: 670^11
Cazic-Thule
ID: 670^12
Cazic-Thule
ID: 671^1
Improved Reclaim Energy
ID: 671^4
This ability will increase the amount of mana returned to you when reclaiming your pet.
ID: 671^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 671^11
Topiary Lion Mount
ID: 671^12
Topiary Lion Mounts
ID: 672^6
Calls upon the retribution of the gods to strike your target, causing between #1 and @1 damage.
ID: 672^11
Rot Dog Mount
ID: 672^12
Rot Dog Mounts
ID: 673^6
Strikes your target with a chaotic burst of mental energy, causing between #1 and @1 damage.
ID: 673^11
Goral Mount
ID: 673^12
Goral Mounts
ID: 674^6
Opens an arcane portal that teleports your entire group to the Plane of Sky. Consumes a Cloudy Stone of Veeshan when cast.
ID: 674^11
Selyrah Mount
ID: 674^12
Selyrah Mounts
ID: 675^6
Summons a magical hammer that is particularly adept at smiting undead.
ID: 675^11
Sclera Mount
ID: 675^12
Sclera Mounts
ID: 676^6
Causes your target's ears to echo with the barking of Tashan, lowering their magic resistance.
ID: 676^11
Braxi Mount
ID: 676^12
Braxi Mounts
ID: 677^6
Causes your target's ears to echo with the barking of Tashan, lowering their magic resistance.
ID: 677^11
Kangon Mount
ID: 677^12
Kangon Mounts
ID: 678^1
Packrat
ID: 678^4
Each rank in this ability improves the efficiency with which you store your gear, effectively reducing your overall weight.
ID: 678^6
Causes your target's ears to echo with the barking of Tashan, lowering their magic resistance.
ID: 678^11
Erudite
ID: 678^12
Erudites
ID: 679^6
Imbues your eyes with infravision, allowing greatly improved sight in dark areas.
ID: 679^11
Wurm Mount
ID: 679^12
Wurm Mounts
ID: 680^6
Surrounds your target in a barrier of combustion, damaging any creature that attacks them.
ID: 680^11
Raptor Mount
ID: 680^12
Raptor Mounts
ID: 681^6
Animates a weapon and shield to attack your enemies. Consumes a tiny dagger when cast.
ID: 681^11
Invisible Man
ID: 681^12
Invisible Men
ID: 682^6
Animates a weapon and shield to attack your enemies. Consumes a tiny dagger when cast.
ID: 682^11
Whirligig
ID: 682^12
Whirligigs
ID: 683^1
Heightened Endurance
ID: 683^4
This ability raises your natural endurance regeneration by 1 point per ability level. Beginning with rank 26, this gives 2 points per level.
ID: 683^6
Animates a weapon and shield to attack your enemies. Consumes a tiny dagger when cast.
ID: 683^11
Gnomish Balloon
ID: 683^12
Gnomish Balloons
ID: 684^6
Animates a weapon and shield to attack your enemies. Consumes a tiny dagger when cast.
ID: 684^11
Gnomish Rocket Pack
ID: 684^12
Gnomish Rocket Packs
ID: 685^6
Animates a weapon and shield to attack your enemies. Consumes a tiny dagger when cast.
ID: 685^11
Gnomish Hovering Transport
ID: 685^12
Gnomish Hovering Transports
ID: 686^1
Weapon Affinity
ID: 686^4
Through years of practice, you develop a close bond with your weapons. This affinity enhances the performance of your weapons by increasing the rate that they trigger effects.
ID: 686^6
Animates a weapon and shield to attack your enemies. Consumes a tiny dagger when cast.
ID: 686^11
Selyrah
ID: 686^12
Selyrah
ID: 687^6
Animates a weapon and shield to attack your enemies. Consumes a tiny dagger when cast.
ID: 687^11
Goral
ID: 687^12
Gorals
ID: 688^6
Animates a weapon and shield to attack your enemies. Consumes a tiny dagger when cast.
ID: 688^11
Braxi
ID: 688^12
Braxi
ID: 689^6
Animates a weapon and shield to attack your enemies. Consumes a tiny dagger when cast.
ID: 689^11
Kangon
ID: 689^12
Kangons
ID: 690^6
Animates a weapon and shield to attack your enemies. Consumes a tiny dagger when cast.
ID: 690^11
Invisible Man
ID: 690^12
Invisible Men
ID: 691^1
Secondary Forte
ID: 691^4
This ability allows you to advance a second arcane specialization by 50 points. After acquiring this ability, the next specialization to go over your current cap becomes your secondary forte.
ID: 691^6
Hurls a magically burning arrow at your target, causing #1 damage.
ID: 691^11
Floating Tower
ID: 691^12
Floating Towers
ID: 692^1
Persistent Casting
ID: 692^4
Your highly developed concentration creates the possibility of continuing to cast spells while stunned. Increased ranks in this ability increase the chance that your spells will not be interrupted by stuns.
ID: 692^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 692^11
Explosive Cart
ID: 692^12
Explosive Carts
ID: 693^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 693^11
Blimp Ship
ID: 693^12
Blimp Ships
ID: 694^6
Transfers your own health to your target at a rate of #4 hit points every six seconds for %z.
ID: 694^11
Tumbleweed
ID: 694^12
Tumbleweeds
ID: 695^1
Tune of Pursuance
ID: 695^4
Each rank in this ability increases your tracking skill maximum by 10.
ID: 695^6
Distills mana into a physical form. Consumes a poison vial and two sapphires when cast.
ID: 695^11
Alaran
ID: 695^12
Alarans
ID: 696^6
Distills mana into a physical form. Consumes a poison vial and four rubies when cast.
ID: 696^11
Swinetor
ID: 696^12
Swinetors
ID: 697^6
Calms your target's thoughts, allowing them to regenerate mana more quickly.
ID: 697^11
Triumvirate
ID: 697^12
Triumvirates
ID: 698^6
Provides a mystical sense that points you towards your target's nearest corpse. If no target is chosen the spell points you toward the nearest non-specific corpse.
ID: 698^11
Hadal
ID: 698^12
Hadal
ID: 699^6
Inflicts severe damage upon a targeted plant, causing between #1 and @1 damage.
ID: 699^11
Hovering Platform
ID: 699^12
Hovering Platforms
ID: 700^6
A simple tune that increases the strength, dexterity, and armor class of group members.
ID: 700^11
Parasitic Scavenger
ID: 700^12
Parasitic Scavengers
ID: 701^6
An ancient anthem that increases the strength and attack rate of your group.
ID: 701^11
Grendlaen
ID: 701^12
Grendlaens
ID: 702^6
A crescendo that increases your group's attack speed, as well as increasing their strength and armor class.
ID: 702^11
Ship in a Bottle
ID: 702^12
Ships in a Bottle
ID: 703^6
Clashing notes that cause between #1 and @1 damage and lower the armor class of any nearby creature.
ID: 703^11
Alaran Sentry Stone
ID: 703^12
Alaran Sentry Stones
ID: 704^6
A great bellow that causes between #1 and @1 damage to your opponent and potentially interrupts their casting.
ID: 704^11
Dervish
ID: 704^12
Dervishes
ID: 705^6
This melody encompasses all nearby creatures in magical bonds, slowing their attack speed.
ID: 705^11
Regeneration Pool
ID: 705^12
Regeneration Pools
ID: 706^6
A terrifying screech that causes nearby enemies to run in terror.
ID: 706^11
Teleportation Stand
ID: 706^12
Teleportation Stands
ID: 707^6
A magical chant that causes damage to an enemy and makes them more vulnerable to magic.
ID: 707^11
Relic Case
ID: 707^12
Relic Cases
ID: 708^6
A quiet tune that improves your faction standing with all creatures associated with your target.
ID: 708^11
Alaran Ghost
ID: 708^12
Alaran Ghosts
ID: 709^6
A mystic tune that offers your group protection from magic and increases their armor class.
ID: 709^11
Skystrider
ID: 709^12
Skystriders
ID: 710^1
Internal Metronome
ID: 710^4
Some bards possess a sense that allows them to sustain a rhythm with mechanical precision. Higher ranks in this ability decrease the chance to miss a note.
ID: 710^6
A mystic tune that offers your group protection from fire, ice, and magic.
ID: 710^11
Water Spout
ID: 710^12
Water Spouts
ID: 711^6
A mystic tune that offers your group protection from poison, disease, and magic.
ID: 711^11
Aviak Pull Along
ID: 711^12
Aviak Pull Alongs
ID: 712^6
This psalm surrounds your group in an aura of fire, granting them protection from cold, as well as harming anything that attacks them.
ID: 712^11
Gelatinous Cube
ID: 712^12
Gelatinous Cubes
ID: 713^6
This psalm surrounds your group in an aura of cold, affording them protection from fire, as well as harming anything that attacks them.
ID: 713^11
Cat
ID: 713^12
Cats
ID: 714^6
A mystic psalm enfolds your group, protecting them from magic as well as regenerating their health.
ID: 714^11
Elk Head
ID: 714^12
Elk Heads
ID: 715^6
This psalm surrounds your group in an aura of vitality, affording them protection from disease, as well as harming anything that attacks them.
ID: 715^11
Holgresh
ID: 715^12
Holgresh
ID: 716^6
This psalm surrounds your group in an aura of purity, affording them protection from poison, as well as harming anything that attacks them.
ID: 716^11
Beetle
ID: 716^12
Beetles
ID: 717^6
The quick pace of this song fills your feet with speed, increasing the movement rate of your group.
ID: 717^11
Vine Maw
ID: 717^12
Vine Maws
ID: 718^1
Bestial Alignment
ID: 718^2
Bestial
ID: 718^3
Align.
ID: 718^4
Transforms beastlords into the likeness of their warders, greatly increasing their destructive power. Each additional rank increases your destructive power.
ID: 718^6
An aria that allows your group to levitate for a short time.
ID: 718^11
Ratman
ID: 718^12
Ratmen
ID: 719^6
This sonnet surrounds your body with a light fog, allowing you to slip by many creatures undetected. This song also allows you to see invisible creatures.
ID: 719^11
Fallen Knight
ID: 719^12
Fallen Knights
ID: 720^6
A clairvoyant chorus which points you towards your target's nearest corpse. If nothing is targeted then it will point you to the closest corpse of any kind.
ID: 720^11
Flying Carpet
ID: 720^12
Flying Carpets
ID: 721^6
This song weaves a magical mesh around your eyes, allowing you to see what your target sees.
ID: 721^11
Carrier Hand
ID: 721^12
Carrier Hands
ID: 722^6
This song is ineffective and can no longer function.
ID: 722^11
Akheva
ID: 722^12
Akhevans
ID: 723^1
Feral Swipe
ID: 723^2
Feral
ID: 723^3
Swipe
ID: 723^4
This ability allows the beastlord to make an additional vicious attack against their foe. Additional ranks increase the damage done by this ability.
ID: 723^6
A quiet chorus that clears the minds of your group, allowing them to regenerate their mana faster.
ID: 723^11
Servant of Shadow
ID: 723^12
Servants of Shadow
ID: 724^1
Warder's Fury
ID: 724^4
Each rank of this ability increases the critical hit chance of your pet's melee attacks.
ID: 724^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 724^11
Luclin
ID: 724^12
Luclins
ID: 725^6
An enticing melody that charms the target, allowing you to command it.
ID: 725^11
Xaric the Unspoken
ID: 725^12
Xaric the Unspoken
ID: 726^6
An aria that can strip away magical effects from your target.
ID: 726^11
Dervish
ID: 726^12
Dervishes
ID: 727^6
A melody that strips the magical effects from everyone in your group.
ID: 727^11
Dervish
ID: 727^12
Dervishes
ID: 728^6
A sad song that calms the aggressive nature of many creatures. Affects creatures up to level @1.
ID: 728^11
Luclin
ID: 728^12
Luclins
ID: 729^1
Warder's Alacrity
ID: 729^4
Each rank in this ability increases your warder's chance to flurry attacks.
ID: 729^6
A song that surrounds your head with a cloud of air bubbles, allowing you to breathe underwater indefinitely.
ID: 729^11
Luclin
ID: 729^12
Luclins
ID: 730^6
A screeching dissonance that causes between #1 and @1 damage to all nearby creatures and lowers their armor class.
ID: 730^11
Orb
ID: 730^12
Orbs
ID: 731^6
Creates a freezing ice storm that causes #1 damage to several creatures in the vicinity of your target.
ID: 731^11
Luclin
ID: 731^12
Luclins
ID: 732^6
Summons a giant comet of ice from the sky, causing between #1 and @1 damage to your target.
ID: 732^11
Pegasus
ID: 732^12
Pegasi
ID: 733^6
Creates a ring of chaotic flames, causing #1 damage to all nearby creatures.
ID: 733^11
Gehein
ID: 733^12
Geheins
ID: 734^1
Pet Affinity
ID: 734^4
This ability makes your summoned pets a valid target for beneficial group spells.
ID: 734^6
An ancient war song that speeds your attacks and raises your armor class and strength.
ID: 734^11
Tirun
ID: 734^12
Tiruns
ID: 735^1
Mastery of the Past
ID: 735^4
This ability makes it impossible for you to fizzle spells up to a certain level. Rank 1 - level 54. Rank 2 - level 56. Rank 3 - level 58. Rank 4 - level 62. Rank 5 - level 64. Rank 6 - level 66. Rank 7 - level 67. Rank 8 - level 69. Rank 9 - level 71. Rank 10 - level 72. Rank 11 - level 74. Rank 12 - level 76. Rank 13 - 79. Rank 14 - 80. Rank 15 - 81. Rank 16 - 82. Rank 17 - 83. Rank 18 - 84. Rank 19 - 85. Rank 20 - 86. Rank 21 - 87. Rank 22 - 88. Rank 23 - 89. Rank 24 - 90. Rank 25 - 91. Rank 26 - 92. Rank 27 - 93. Rank 28 - 94. Rank 29 - 95. Rank 30 - 96. Rank 31 - 97. Rank 32 - 98. Rank 33 - 99. Rank 34 - 100. Rank 35 - 101.
ID: 735^6
This song grants your group the ability to see invisible beings, as well as greatly enhancing night vision.
ID: 735^11
Orafik
ID: 735^12
Orafiks
ID: 736^6
A harsh dissonance that assails the minds of all nearby creatures, draining their mana.
ID: 736^11
Skirth
ID: 736^12
Skirths
ID: 737^6
An ancient tune that provides arcane information about the item that your target is holding.
ID: 737^11
Xulous
ID: 737^12
Xulous
ID: 738^1
Spell Casting Subtlety
ID: 738^4
The first three ranks of this ability make NPCs notice your magical activities 5, 10, and 20 percent less. Additional ranks further enhance this effect.
ID: 738^6
This song engulfs your target in magical bonds, slowing their movement and attack speed.
ID: 738^11
Fear Crystal
ID: 738^12
Fear Crystals
ID: 739^6
A chaotic chorus that causes your group to randomly teleport short distances.
ID: 739^11
Fear Embryo
ID: 739^12
Fear Embryos
ID: 740^6
An energetic verse which hastens the attack speed of your group.
ID: 740^11
Golem
ID: 740^12
Golems
ID: 741^1
Touch of the Divine
ID: 741^2
Touch of
ID: 741^3
the Divine
ID: 741^4
Sometimes when the masters of the divine pass on, they are returned to Norrath to continue their holy work. This ability provides clerics with a chance to return to life when they meet death.
ID: 741^6
A quiet lullaby that causes your target to fall into a magical sleep. Affects creatures up to level @1.
ID: 741^11
Bixie
ID: 741^12
Bixies
ID: 742^6
A dark dirge that causes between #1 and @1 damage to all enemies in an area around your target.
ID: 742^11
Butterfly
ID: 742^12
Butterflies
ID: 743^6
A fiery chant that causes between #1 and @1 damage to your target every 6 seconds and makes them more vulnerable to fire.
ID: 743^11
Ursarachnid
ID: 743^12
Ursarachnids
ID: 744^6
A frozen chant that causes between #1 and @1 damage to an enemy and makes them more vulnerable to cold.
ID: 744^11
Gargoyle
ID: 744^12
Gargoyles
ID: 745^6
A quiet elegy that bolsters the intelligence and wisdom of your group.
ID: 745^11
Molerat
ID: 745^12
Molerats
ID: 746^1
Divine Avatar
ID: 746^2
Divine
ID: 746^3
Avatar
ID: 746^4
This ability infuses you with a divine spirit, greatly increasing your physical prowess for a short period of time. Additional ranks increase this effect.
ID: 746^6
A collection of chords that binds nearby enemies in magical cords, slowing their attacks and causing them damage.
ID: 746^11
Bone Golem
ID: 746^12
Bone Golems
ID: 747^6
A victorious verse that fills the arms of your group with energy, increasing their attack rate, strength, and agility.
ID: 747^11
Palisade
ID: 747^12
Palisades
ID: 748^6
A melody that offers your group protection from spell damage as well as increasing their strength and health regeneration.
ID: 748^11
Honey Pot
ID: 748^12
Honey Pots
ID: 749^1
Exquisite Benediction
ID: 749^2
Exquisite
ID: 749^3
Benediction
ID: 749^4
Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.
ID: 749^6
An ancient war song that increases your attack speed, strength, and attack rating.
ID: 749^11
Plant Part
ID: 749^12
Plant Parts
ID: 750^6
A bewitching melody that charms the target, allowing you to command it.
ID: 750^11
Lendiniara
ID: 750^12
Lendiniaras
ID: 751^6
Attempt to cure a zombie of its plight using the canister's spray. A warning states 'Not for personal consumption.'
ID: 751^11
Dragonfly Mount
ID: 751^12
Dragonfly Mounts
ID: 752^6
Attacks the mind of your target, causing them to forget some of the damage you have done to them.
ID: 752^11
Ruishi Mount
ID: 752^12
Ruishi Mounts
ID: 753^6
Beckons to the plants of the wild, allowing you to control them.
ID: 753^11
Komodo Dragon Mount
ID: 753^12
Komodo Dragon Mounts
ID: 754^1
Hastened Curing
ID: 754^2
Hastened
ID: 754^4
This ability decreases the reuse time of Radiant Cure by 10 percent per rank.
ID: 754^6
Channels your body's energy to refresh your mind, trading hit points for mana.
ID: 754^11
Raptor Mount
ID: 754^12
Raptor Mount2
ID: 755^6
Tears the flesh from your target, causing between #1 and @1 damage.
ID: 755^11
Clockwork Protector
ID: 755^12
Clockwork Protectors
ID: 756^6
Decreases strength, wisdom, and intelligence. Decreases attack speed to #12 percent.
ID: 756^11
Clockwork Soldier
ID: 756^12
Clockwork Soldiers
ID: 757^1
Nature's Boon
ID: 757^2
Nature's Boon
ID: 757^4
Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.
ID: 757^6
Decreases strength, wisdom, and intelligence. Decreases attack speed to #12 percent.
ID: 757^11
Reindeer Mount
ID: 757^12
Reindeer Mounts
ID: 758^6
Drains your target of life energy, siphoning between #1 and @1 damage.
ID: 758^11
Clockwork Spider
ID: 758^12
Clockwork Spiders
ID: 759^6
Summons a mistwalker to your side to momentarily aid you in battle.
ID: 759^11
Clockwork Copter
ID: 759^12
Clockwork Copters
ID: 760^6
Fills your target with poison, lowering their strength for up to %z.
ID: 760^11
Book Minion
ID: 760^12
Book Minions
ID: 761^6
Fills your target with deadly poison, causing between #1 and @1 damage.
ID: 761^11
Broom Minion
ID: 761^12
Broom Minions
ID: 762^1
Advanced Tracking
ID: 762^4
Each rank in this ability increases your tracking skill cap by 10.
ID: 762^6
Fills your target's muscle with a toxin that lowers movement rate for up to %z.
ID: 762^11
Clockwork Worker
ID: 762^12
Clockwork Workers
ID: 763^6
Briefly stuns and injects a deadly poison into your target's system causing between #1 and @1 damage.
ID: 763^11
Clockwork Gnome
ID: 763^12
Clockwork Gnomes
ID: 764^6
Causes poison to race through your target's nervous system toward the brain, draining between #1 and @1 mana.
ID: 764^11
Clockwork Menace
ID: 764^12
Clockwork Menaces
ID: 765^6
Injects deadly poison into your target, causing between #2 and @2 damage initially, then #3 and @3 damage every 6 seconds for up to %z.
ID: 765^11
Clockwork Bomb
ID: 765^12
Clockwork Bombs
ID: 766^6
Causes your target to suffer from vertigo, lower their agility and armor class for up to %z.
ID: 766^11
Stone Worker
ID: 766^12
Stone Workers
ID: 767^1
Critical Affliction
ID: 767^4
This ability grants damage-over-time spells the chance to have a critical effect each tick they are active. Additional ranks improve this chance.
ID: 767^6
Invokes severe pain to the undead, causing between #2 and @2 damage.
ID: 767^11
Imp
ID: 767^12
Imps
ID: 768^6
Strips your target of mystical defenses, lowering fire, cold, magic, and disease resistances.
ID: 768^11
Skeleton
ID: 768^12
Skeletons
ID: 769^6
Gather a sample of the river water.
ID: 769^11
Siren
ID: 769^12
Sirens
ID: 770^6
The vessel can be tipped to pour out the water and try to gather a fresh sample.
ID: 770^11
Shissar
ID: 770^12
Shissars
ID: 771^6
Surrounds you in a swirling maelstrom of color, increasing your regeneration and attack rating while also causing damage to any creature that attacks you.
ID: 771^11
Tyrannosaur
ID: 771^12
Tyrannosauruses
ID: 772^6
Surrounds you in a soothing aura of color, increasing your health and mana regeneration.
ID: 772^11
Book Minion
ID: 772^12
Book Minions
ID: 773^1
Doppelganger
ID: 773^2
Doppelganger
ID: 773^4
Through mastery of illusions, enchanters are able to create a mirror of themselves to draw the attacks of enemies. Each rank slightly increases the power of the summoned minion.
ID: 773^11
Broom Minion
ID: 773^12
Broom Minions
ID: 774^6
Surrounds you in spiritual energy, increasing your mystical resistances.
ID: 774^11
Ankylosaurus
ID: 774^12
Ankylosauruses
ID: 775^11
Fire Elf
ID: 775^12
Fire Elves
ID: 776^1
Enhanced Forgetfulness
ID: 776^4
This ability increases the chance that you'll be successful with blurring the memories of your enemies.
ID: 776^11
Fire Elf Royal
ID: 776^12
Fire Elf Royals
ID: 777^11
Triceratops
ID: 777^12
Triceratopses
ID: 778^11
Angler Serpent
ID: 778^12
Angler Serpents
ID: 779^11
Skeleton
ID: 779^12
Skeletons
ID: 780^11
Wolf
ID: 780^12
Wolves
ID: 781^1
Mesmerization Mastery
ID: 781^4
This ability increases the duration of all of your single-target mesmerization spells. Area of Effect spells will not be extended.
ID: 781^11
Worg
ID: 781^12
Worgs
ID: 782^1
Quick Mass Group Buff
ID: 782^4
This ability decreases the reuse time on Mass Group Buff by 10 percent per rank.
ID: 782^11
Skeleton
ID: 782^12
Skeletons
ID: 783^11
Treant
ID: 783^12
Treants
ID: 784^11
Naga
ID: 784^12
Nagas
ID: 785^1
Shared Health
ID: 785^2
Shared
ID: 785^3
Health
ID: 785^4
When activated, this ability causes half of the damage you take to be transferred to your summoned pet. Additional ranks increase how long your pet will shield you from damage. Ranks 6 and beyond have a heal component.
ID: 785^11
Lizardman
ID: 785^12
Lizardmen
ID: 786^11
Cultist
ID: 786^12
Cultists
ID: 787^11
Clockwork Boss
ID: 787^12
Clockwork Bosses
ID: 788^11
Crab
ID: 788^12
Crabs
ID: 789^11
Octopus
ID: 789^12
Octopuses
ID: 790^1
Elemental Fury
ID: 790^4
Each rank of this ability increases the critical hit chance of your pet's melee attacks.
ID: 790^11
Elemental
ID: 790^12
Elementals
ID: 791^11
Avian
ID: 791^12
Avians
ID: 792^11
Parrot
ID: 792^12
Parrots
ID: 793^11
Chest
ID: 793^12
Chests
ID: 795^1
Elemental Alacrity
ID: 795^4
This ability imbues summoned elementals with the ability to flurry attacks. Additional ranks in this ability increase your elemental's chance to flurry.
ID: 797^6
Instantly returns you to your bind point.
ID: 800^1
Elemental Agility
ID: 800^4
This ability increases your elemental's ability to avoid melee damage.
ID: 803^1
Elemental Durability
ID: 803^4
This ability increases the maximum hit points of your elementals by 2, 5, and 10 percent. The percentage is based on the elemental's base hit points.
ID: 806^1
Sinister Strikes
ID: 806^4
This ability increases the damage you cause when attacking with a weapon in your secondary hand.
ID: 807^1
Strikethrough
ID: 807^4
This ability gives you a chance to bypass your opponents special defenses such as dodge, block, parry, and riposte.
ID: 810^1
Stonewall
ID: 810^4
Each rank in this ability gives monks an increasing chance for their feigned deaths to not be revealed by spells cast upon them. At higher ranks, monks become immune to feign breaking on a resisted spell and have a good chance of feigning through a spell that successfully hits them.
ID: 815^1
Rapid Strikes
ID: 815^4
Each rank in this ability increases your chance to perform up to two additional attacks with your primary hand.
ID: 820^1
Kick Mastery
ID: 820^4
Each rank in this ability increases the damage done by your Flying Kicks, Round Kicks and Kick attacks.
ID: 823^1
Heightened Awareness
ID: 823^4
This ability gives you the chance to block attacks that originate behind you. Additional ranks increase the effectiveness.
ID: 824^6
Reduces the mystical fire and cold resistances of your target.
ID: 826^6
A whirlwind traps your target in the air, causing a great spin as well as #3 damage.
ID: 828^1
Destructive Force
ID: 828^2
Destructive
ID: 828^3
Force
ID: 828^4
When activated, your attacks will strike every enemy around you. Additional ranks increase the duration of the effect.
ID: 831^1
Swarm of Decay
ID: 831^2
Swarm
ID: 831^3
of Decay
ID: 831^4
This ability summons a swarm of skeletal archers to harry your foes.
ID: 834^1
Death's Fury
ID: 834^4
This ability imbues your pet with the ability to land critical hits.
ID: 839^1
Quickening of Death
ID: 839^4
This ability imbues your pet with the ability to flurry attacks.
ID: 844^1
Advanced Theft of Life
ID: 844^4
This ability increases the chance that the healing effect of your lifetaps will provide an exceptional amount of healing.
ID: 846^1
Triple Backstab
ID: 846^4
Each rank in this ability grants the rogue an increasing chance to attempt an additional backstab after a successful double backstab.
ID: 849^1
Hastened Piety
ID: 849^4
This ability decreases the reuse time for Hand of Piety by 4 minutes per level.
ID: 851^6
Hurls great ice shards at your target, causing between #1 and @1 damage.
ID: 852^1
Immobilizing Bash
ID: 852^4
This ability increases the chance that your bashes will stun the enemy. Additional ranks increase the chance to stun your enemy.
ID: 855^1
Vicious Smash
ID: 855^4
This ability increases the damage you do with your bashes. Each additional rank increases the damage inflicted.
ID: 858^6
Summons the spirit of Golin to your side.
ID: 860^1
Radiant Cure
ID: 860^2
Radiant
ID: 860^3
Cure
ID: 860^4
This ability grants its wielder the ability to cure their party of many afflictions, poisons, curses, and harmful magics. Additional ranks increase the curing properties of this ability.
ID: 863^1
Purification
ID: 863^2
Purification
ID: 863^4
A paladin is pure not just in mind, but in body as well. This ability allows paladins to remove harmful maladies from themselves.
ID: 864^1
Precision of the Pathfinder
ID: 864^4
Ranks in this ability increase the accuracy of your melee attacks.
ID: 864^6
Summons a mechanical merchant to your side.
ID: 865^6
Summons a mechanical banker to your side.
ID: 867^1
Coat of Thistles
ID: 867^4
This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness of this ability.
ID: 868^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 870^6
Sends a strange refreshing poison through your system, healing you for #2 damage while stunning you for long period of time.
ID: 871^6
Fills you with a rush of energy, healing initially for #2 damage, but causing #3 damage every 6 seconds for up to %z.
ID: 872^1
Flaming Arrows
ID: 872^2
Flaming
ID: 872^3
Arrows
ID: 872^4
While activated, this ability consumes your mana to imbue your arrows with flames that set your opponent alight for a short period. You can deactivate this ability at any time.
ID: 872^6
Teleports you a short distance from your current location.
ID: 873^6
Causes your body to fervidly heal itself, increasing your regeneration, but rendering you unable to move your feet.
ID: 874^6
Imbues your feet with speed, increasing your movement rate for up to %z.
ID: 875^1
Frost Arrows
ID: 875^2
Frost
ID: 875^3
Arrows
ID: 875^4
While active, this ability channels the ranger's mana to imbue arrows with an icy impact that freezes the target for a short period. Additional ranks increase the damage inflicted with each attack.
ID: 876^6
Slows the movement of your major muscles, causing you to attack slower while increasing your regeneration for up to %z.
ID: 877^6
Converts the power of your body into mental energy.
ID: 878^1
Seized Opportunity
ID: 878^2
Seized
ID: 878^3
Opportunity
ID: 878^4
Through experience, skilled rogues can take advantage of openings in their opponents' defenses to land deadly strikes even from the front.
ID: 878^6
Converts the power of your mind into physical health.
ID: 879^6
Fills you with the essence of a troll, increase your strength and regeneration rate for up to %z.
ID: 880^6
Fills your body with pulsing energy, increasing your strength and regeneration rate for up to %z.
ID: 881^1
Trap Circumvention
ID: 881^2
Trap
ID: 881^3
Circumvention
ID: 881^4
Each rank of this ability decreases the chance that you will set off a trap when opening a chest or other similar container.
ID: 881^6
Fills your body with the aura of Marr, healing between #3 and @3 damage while slowing your attack rate for up to %z.
ID: 882^6
Causes your body to fall into an undead state, increasing your total health and strength initially, but slowing draining @1 health every 6 seconds for up to %z.
ID: 883^6
Fills your body with a surge of adrenaline, increasing your strength, agility, and attack speed for up to %z.
ID: 884^6
Causes your body to fall into an undead state, increasing your total health and strength initially, but slowly draining @1 health every 6 seconds for up to %z.
ID: 885^6
Fills your body with a surge of adrenaline, increasing your strength, agility, and attack speed for up to %z.
ID: 888^1
Virulent Venom
ID: 888^2
Virulent
ID: 888^3
Venom
ID: 888^4
Each rank in this ability increases the chance that your weapon poisons will activate.
ID: 894^6
Covers your skin in a light veil that renders you invisible to most animals.
ID: 895^1
Intense Hatred
ID: 895^4
This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness of this ability.
ID: 898^6
Constricts your target's throat, causing #1 damage every 6 seconds for %z, as well as lowering strength and agility.
ID: 902^1
Call of the Ancients
ID: 902^2
Call of
ID: 902^3
the Ancients
ID: 902^4
Use of this ability creates a stationary ward that increases the rate at which everyone around it gains endurance. Increased ranks improve the rate at which endurance is regenerated.
ID: 904^6
Hurls your target back through the air.
ID: 905^6
Hurls your target back through the air.
ID: 907^1
Sturdiness
ID: 907^4
Each rank of this ability increases your maximum hit points by 100.
ID: 911^6
Fills your body with fierce energy, increasing your strength and attack speed.
ID: 912^1
Warlord's Tenacity
ID: 912^2
Warlord
ID: 912^3
Tenacity
ID: 912^4
This ability allows warriors to temporarily boost hit points to get through tough situations. The exertion takes its toll, though. These hit points dissipate over the course of a minute and leave the warrior weaker than when Warlord's Tenacity started. Additional ranks increase the amount of hit points that are gained temporarily.
ID: 913^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 915^1
Strengthened Strike
ID: 915^4
Each rank in this ability increases the damage you do when you kick or slam.
ID: 916^6
Covers your target's skin in a thin layer of stone, causing #2 damage and preventing movement for a short time.
ID: 917^6
Engulfs your target in fire, causing between #1 and @1 damage.
ID: 918^1
Extended Shielding
ID: 918^4
Each rank in this ability increases the range of your shielding ability.
ID: 918^6
Tears the life from your target, siphoning between #1 and @1 damage.
ID: 921^1
Ro's Flaming Familiar
ID: 921^2
Ro's Flaming
ID: 921^3
Familiar
ID: 921^4
This ability provides you with a familiar that strengthens the effects of your fire-based spells. Additional ranks allows the familiar to strengthen higher level spells.
ID: 922^1
E'ci's Icy Familiar
ID: 922^2
E'ci's Icy
ID: 922^3
Familiar
ID: 922^4
This ability provides you with a familiar that strengthens the effects of your ice-based spells. Additional ranks allows the familiar to strengthen higher level spells.
ID: 922^6
Invokes a deafening shriek that will cause between #1 and @1 damage to your target.
ID: 923^1
Druzzil's Mystical Familiar
ID: 923^2
Druzzil's Mystical
ID: 923^3
Familiar
ID: 923^4
This ability provides you with a familiar that strengthens the effects of your magic-based spells. Additional ranks allows the familiar to strengthen higher level spells.
ID: 926^1
Ward of Destruction
ID: 926^2
Ward of
ID: 926^3
Destruction
ID: 926^4
Use of this ability creates a stationary ward that damages every enemy within its range. Increased ranks improve the damage of the ward.
ID: 931^1
Frenzied Devastation
ID: 931^2
Frenzied
ID: 931^3
Devastation
ID: 931^4
When activated, every direct damage spell the wizard casts will have an increased chance to have a critical effect, but will cost more mana.
ID: 934^1
Combat Fury
ID: 934^4
This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilities of Warriors, while Warriors will remain significantly ahead of other classes. further increases your chance to score a critical blow against your opponent.
ID: 934^6
Channels your spiritual energy into a powerful scream, increasing your strength and armor class for up to %z.
ID: 936^1
Aura of Ferocity
ID: 936^2
Aura of
ID: 936^3
Ferocity
ID: 936^4
Increases your target's chance to land a critical strike in melee combat.
ID: 936^6
Poisons your target's blood, causing #2 initial damage and #3 damage every 6 seconds for up to %z.
ID: 937^1
Combat Fury
ID: 937^4
This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilities of Warriors, while Warriors will remain significantly ahead of other classes. further increases your chance to score a critical blow against your opponent.
ID: 937^6
Fills your body with energy, increasing strength and stamina for up to %z.
ID: 940^1
Combat Fury
ID: 940^4
This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilities of Warriors, while Warriors will remain significantly ahead of other classes. further increases your chance to score a critical blow against your opponent.
ID: 940^6
Converts the power of your body into mental energy.
ID: 941^6
Provides protection from the gods, healing you for #2 damage and protecting you from an additional #1 damage.
ID: 944^6
Steals strength from your target and gives it to you for up to %z.
ID: 945^6
The power of Ykesha is channeled through your weapon, briefly stunning your opponent and causing #1 damage.
ID: 948^6
Removes minor toxins and disease from your body.
ID: 949^6
Surrounds your body in a rubicite aura, increasing your regeneration rate.
ID: 950^6
Cleanses the eyes of your target, removing blindness.
ID: 952^1
Planar Durability
ID: 952^4
The planes demand a certain hardiness of those who adventure within. Each rank of this ability adds an additional 1.25% to your maximum hit points. You gain the ability to train an additional rank at levels 61, 63, and 65.
ID: 955^1
Innate Enlightenment
ID: 955^4
Those who have meditated on the Plane of Tranquility find themselves able to expand their capacity of both Insight and Intellect. Each rank of this ability raises the maximum that you may raise your Intelligence and Wisdom by ten points. You may train in this ability once each level, beginning at level 61.
ID: 959^6
Strengthens your vision, allowing you to see much farther.
ID: 960^1
Dire Charm
ID: 960^2
Dire
ID: 960^3
Charm
ID: 960^4
This ability gives you the chance to permanently charm an NPC. (Enchanters: All. Druids: Animals only. Necromancers: Undead only.)
ID: 960^6
Winds up a clockwork probe to explore dangerous areas for you.
ID: 961^1
Dire Charm
ID: 961^2
Dire
ID: 961^3
Charm
ID: 961^4
This ability gives you the chance to permanently charm an NPC. (Enchanters: All. Druids: Animals only. Necromancers: Undead only.)
ID: 962^1
Touch of the Divine
ID: 962^2
Touch of
ID: 962^3
the Divine
ID: 962^4
Sometimes when the masters of the divine pass on, they are returned to Norrath to continue their holy work. This ability provides clerics with a chance to return to life when they meet death. Each rank further improves the chance to return to life.
ID: 963^6
Fills your body with energy, increasing your regeneration rate.
ID: 964^6
Protects you with magical energy, increasing your magic resistance for up to %z.
ID: 965^6
Covers your target in flickering flames, causing #2 damage and lowering armor class for up to %z.
ID: 966^6
Engulfs your target in fire, causing between #1 and @1 damage.
ID: 967^1
Swarm of Decay
ID: 967^2
Swarm of
ID: 967^3
Decay
ID: 967^4
This ability summons a swarm of skeletal archers to harry your foes.
ID: 968^6
Slashes your target with shards of ice, causing between #1 and @1 damage.
ID: 970^1
Call of the Ancients
ID: 970^2
Call of
ID: 970^3
the Ancients
ID: 970^4
Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.
ID: 970^6
Lifts your body on a cushion of air, allowing you to levitate a short distance off the ground.
ID: 971^6
Boils the blood of your target, causing #1 damage every 6 seconds for %z.
ID: 972^6
Summons a spirit of azure flame to aid you in battle.
ID: 973^6
Summons a spirit of cobalt flame to aid you in battle.
ID: 974^6
Summons a spirit of turquoise flame to aid you in battle.
ID: 975^6
Summons a spirit of sapphire flame to aid you in battle.
ID: 976^1
Deathly Pact
ID: 976^4
This ability will prevent components used in the summoning of pets from being expended.
ID: 977^1
Divine Aura
ID: 977^2
Divine
ID: 977^3
Aura
ID: 977^4
This ability gives you the ability to cast a Divine Aura spell on yourself, temporarily rendering you invulnerable.
ID: 979^1
Blacksmithing Mastery
ID: 979^4
This ability reduces the chance of failing blacksmith combinations by 10, 25, and 50 percent.
ID: 980^6
Drains the mental energy of your target, tearing mana from the mind.
ID: 982^1
Baking Mastery
ID: 982^4
This ability reduces the chance of failing baking combinations by 10, 25, and 50 percent.
ID: 983^6
Causes minor vertigo in your target, slightly lowering attack speed.
ID: 985^1
Brewing Mastery
ID: 985^4
This ability reduces the chance of failing brewing combinations by 10, 25, and 50 percent.
ID: 988^1
Fletching Mastery
ID: 988^4
This ability reduces the chance of failing fletching combinations by 10, 25, and 50 percent.
ID: 991^1
Pottery Mastery
ID: 991^4
This ability reduces the chance of failing pottery combinations by 10, 25, and 50 percent.
ID: 993^6
Damages your target.
ID: 994^1
Tailoring Mastery
ID: 994^4
This ability reduces the chance of failing tailoring combinations by 10, 25, and 50 percent.
ID: 994^6
Completely restores the targeted corpse to life with recovery of all their lost experience.
ID: 995^6
Consumes your target's soul in darkness, causing #1 damage.
ID: 997^1
Salvage
ID: 997^4
This ability gives you the chance to automatically recover an item that would otherwise be lost on a failed tradeskill combine.
ID: 997^6
Restores your body and mind, healing you for #1 health and mana.
ID: 998^6
Grants speed to your arms, increasing your rate of attack.
ID: 999^6
Clears your target's mind, restoring mana.
ID: 1000^1
Origin
ID: 1000^2
Origin
ID: 1000^4
Upon using this ability, you will be transported back to your starting city. This ability is usable every 18 minutes.
ID: 1000^6
Instant Duration.
ID: 1000^30
Become a member.
ID: 1000^31
There are many benefits to becoming a member. You can gain more loyalty points, use stronger mercenaries, and create a guild. You can become a member through the marketplace. Type /marketplace in your chat window, click on the
ID: 1000^32
Upgrade
ID: 1000^33
Join
ID: 1000^37
Furious Wrath
ID: 1000^38
This passive ability increases the amount of hate generated by your tank mercenary. Each rank increases the amount of hate generated slightly.
ID: 1001^6
Poisons your target, causing #2 damage initially and #3 damage every 6 seconds for up to %z.
ID: 1001^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the War Epic 1.0: Blades of Strategy and Tactics)
ID: 1001^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Warrior Epic 1.0 - Blades of Strategy and Tactics)
ID: 1001^37
Steadfast Resolve
ID: 1001^38
This passive ability increases your tank mercenary's ability to mitigate incoming damage slightly. Each rank increases the mitigation level of your tank.
ID: 1002^6
Causes poison damage over time.
ID: 1002^30
Become an All Access Member.
ID: 1002^31
Upgrade to
ID: 1002^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the Clr Epic 1.0: Water Sprinkler of Nem Ankh)
ID: 1002^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Cleric Epic 1.0 - Water Sprinkler of Nem Ankh)
ID: 1003^6
Poisons your target, causing #2 damage initially and #3 damage every 6 seconds for up to %z.
ID: 1003^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the Pal Epic 1.0: Fiery Defender)
ID: 1003^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Paladin Epic 1.0 - Fiery Defender)
ID: 1004^1
Quickened Encroaching Darkness
ID: 1004^4
Reduces the casting time of Encroaching Darkness. Rank 1 reduces the cast time by 10%. Rank 2 reduces the cast time by 25%. Rank 3 reduces the cast time by 50%.
ID: 1004^31
Become a member and create more characters. You can become a member through the marketplace. Type /marketplace in your chat window, click on the
ID: 1004^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the Rng Epic 1.0: Earthcaller / Swiftwind)
ID: 1004^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Ranger Epic 1.0 - Earthcaller / Swiftwind)
ID: 1005^6
Poisons your target, causing #2 damage initially and #3 damage every 6 seconds for up to %z.
ID: 1005^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the Shd Epic 1.0: Innoruuk's Curse)
ID: 1005^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Shadowknight Epic 1.0 - Innoruuk's Curse)
ID: 1006^1
Discordant Defiance
ID: 1006^4
This ability raises the maximum that your resistances can be increased to with items and spells by 5 points per rank.
ID: 1006^31
Become a member and gain more loyalty points. You can become a member through the marketplace. Type /marketplace in your chat window, click on the
ID: 1006^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the Dru Epic 1.0: Nature Walkers Scimitar)
ID: 1006^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Druid Epic 1.0 - Nature Walkers Scimitar)
ID: 1007^1
Hastened Mass Group Buff
ID: 1007^4
This ability decreases the amount of time required between uses of Mass Group Buff by ten percent per rank.
ID: 1007^31
Become a member and use stronger mercenaries. You can become a member through the marketplace. Type /marketplace in your chat window, click on the
ID: 1007^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the Mnk Epic 1.0: Celestial Fists)
ID: 1007^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Monk Epic 1.0 - Celestial Fists)
ID: 1008^6
Fills your target with disease, causing #2 damage initially and #3 damage every 6 seconds for up to %z.
ID: 1008^31
Become a member and create a guild. You can become a member through the marketplace. Type /marketplace in your chat window, click on the
ID: 1008^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the Brd Epic 1.0: Singing Short Sword)
ID: 1008^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Bard Epic 1.0 - Singing Short Sword)
ID: 1009^6
Recite the incantation in the mists of the waterfall.
ID: 1009^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the Rog Epic 1.0: Ragebringer)
ID: 1009^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Rogue Epic 1.0 - Ragebringer)
ID: 1010^6
Poisons your target and causes a dizzying spin.
ID: 1010^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the Shm Epic 1.0: Spear of Fate)
ID: 1010^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Shaman Epic 1.0 - Spear of Fate)
ID: 1011^1
Trials of Mata Muram
ID: 1011^4
You have been strengthened by your ordeals during the Trials of Mata Muram, increasing your maximum resistance levels.
ID: 1011^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the Nec Epic 1.0: Scythe of the Shadowed Soul)
ID: 1011^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Necromancer Epic 1.0 - Scythe of the Shadowed Soul)
ID: 1012^31
Upgrade from Free to
ID: 1012^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the Wiz Epic 1.0: Staff of the Four)
ID: 1012^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Wizard Epic 1.0 - Staff of the Four)
ID: 1013^31
Upgrade from Free to
ID: 1013^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the Mag Epic 1.0: Orb of Mastery)
ID: 1013^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Magician Epic 1.0 - Orb of Mastery)
ID: 1014^6
Fills your target with disease, causing #2 damage initially and #3 damage every 6 seconds for up to %z.
ID: 1014^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the Enc Epic 1.0: Staff of the Serpent)
ID: 1014^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Enchanter Epic 1.0 - Staff of the Serpent)
ID: 1015^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the Bst Epic 1.0: Claws of the Savage Spirit)
ID: 1015^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Beastlord Epic 1.0 - Claws of the Savage Spirit)
ID: 1016^6
Tiny scarabs burrow into your target's skin, causing #2 damage initially and #3 damage every 6 seconds for up to %z.
ID: 1016^34
has earned the EverQuest achievement "Epic 1.0" (Obtained the Ber Epic 1.0: Kerasian Axe of Ire)
ID: 1016^35
has earned the EverQuest achievement "Epic 1.0" (Obtained the Berserker Epic 1.0 - Kerasian Axe of Ire)
ID: 1017^1
Call of the Hero
ID: 1017^2
Call
ID: 1017^3
Hero
ID: 1017^4
This ability provides an alternate form of your Call of the Hero spell. Rank 2 removes the reagent needed, and reduces the base cast time of Call of the Hero by 2 seconds.
ID: 1018^1
Sionachie's Crescendo
ID: 1018^2
Sionachie
ID: 1018^3
Crescendo
ID: 1018^4
This ability allows the Bard to selectively boost the effective range of all beneficial songs that the Bard sings.
ID: 1021^1
Mystical Attuning
ID: 1021^4
This ability increases the number of mystical effects that can affect you at once by 1 per rank.
ID: 1022^6
Sinks your target's feet into the ground, causing damage and preventing movement for up to %z.
ID: 1025^6
Creates a static storm, stripping away the magical enchantments of several creatures in a small area around your target.
ID: 1026^1
Delay Death
ID: 1026^4
This ability increases how far below zero your hit points can fall before you die by 50 hit points per rank up to rank 30, and 100 hit points for ranks 31 and up. You will still fall unconscious when you reach zero hit points.
ID: 1030^6
Summons a raging sand storm that causes #1 damage to all creatures in a small area around your target.
ID: 1037^1
Armor of Experience
ID: 1037^2
Armor of
ID: 1037^3
Experience
ID: 1037^4
This Ability grants you several layers of protection from harm. As you take damage each layer will absorb ten strikes before failing. As your armor fails you will take more and more damage.
ID: 1041^1
Veteran's Wrath
ID: 1041^4
Each rank in this ability increases the damage you cause when you land a critical hit on a melee attack. This ability does not affect special attacks.
ID: 1044^1
Veteran's Wrath
ID: 1044^4
Each rank in this ability increases the damage you cause when you land a critical hit on a melee attack. This ability does not affect special attacks.
ID: 1047^1
Veteran's Wrath
ID: 1047^4
Each rank in this ability increases the damage you cause when you land a critical hit on a melee attack. This ability does not affect special attacks.
ID: 1047^6
Summons a great wave of water to strike down your target, causing #1 damage and a brief stun.
ID: 1050^1
Veteran's Wrath
ID: 1050^4
Each rank in this ability increases the damage you cause when you land a critical hit on a melee attack. This ability does not affect special attacks.
ID: 1056^1
Energetic Attunement
ID: 1056^4
Energetic Attunement enhances your receptivity to the potential healing power of your magical gear. Each rank of this ability increases the maximum by which your hit point regeneration can be raised with items by 1 point.
ID: 1057^1
Mystical Shield
ID: 1057^4
This ability grants you a 5 percent chance to completely resist any spell.
ID: 1058^6
Imprisons a bolt of lightning for later use.
ID: 1059^6
Unleashes a bolt of lightning upon your target.
ID: 1060^6
Place the Sulfurous Iron Ore
ID: 1061^6
Start the Fire
ID: 1071^1
Mnemonic Retention
ID: 1071^4
This ability gives you an additional spell slot so you can memorize an additional spell.
ID: 1072^1
Expansive Mind
ID: 1072^4
This ability raises the maximum that your mana regeneration can be increased with items by 1 point per rank.
ID: 1077^1
Sleight of Hand
ID: 1077^4
By using sleight-of-hand techniques, you are able to further disguise your spell casting activities causing NPCs to notice your magical activities less often.
ID: 1080^1
Sleight of Hand
ID: 1080^4
By using sleight-of-hand techniques, you are able to further disguise your spell casting activities causing NPCs to notice your magical activities less often.
ID: 1089^1
Arcane Tongues
ID: 1089^4
This ability reduces the chance of failing research combinations by 10, 25, and 50 percent.
ID: 1092^1
Master of Disguise
ID: 1092^4
This ability lends persistence to your illusionary disguises, causing them to last until you die or the illusion is forcibly removed.
ID: 1093^1
Slippery Attacks
ID: 1093^4
This ability makes it more difficult for opponents to riposte your offhand attacks. Each rank increases the chance that your opponent will fail to riposte by 20%.
ID: 1100^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 1100^37
Steadfast Resolve
ID: 1100^38
This passive ability increases your tank mercenary's ability to mitigate incoming damage slightly. Each rank increases the mitigation level of your tank.
ID: 1101^6
Spins a magic bottle.
ID: 1106^6
Inflicts minor burns on your target, causing #2 damage every 6 seconds for %z.
ID: 1107^1
Fury of Magic
ID: 1107^4
This ability further increases your chance to score a critical hit with your direct damage spells.
ID: 1110^1
Dance of Blades
ID: 1110^2
Dance of
ID: 1110^3
Blades
ID: 1110^4
When activated, you begin a dance of whirling blades that greatly increases your chance to make the maximum number of attacks per round. Additionally you will have a chance to perform a bladewhirl attack on your opponent, reducing your opponents combat effectiveness and doing damage to your opponent. This bladewhirl is modified by percussion.
ID: 1116^1
Shield of Notes
ID: 1116^2
Shield of
ID: 1116^3
Notes
ID: 1116^4
When this ability is activated, your music forms a physical barrier about you, decreasing the damage you take from spells and melee attacks. Increased ranks improve the maximum amount of damage it can absorb before it fails.
ID: 1119^1
Roar of Thunder
ID: 1119^2
Roar of
ID: 1119^3
Thunder
ID: 1119^4
When this ability is activated, the beastlord will unleash a terrible roar that leaves the opponent damaged, shaken, and less willing to attack the beastlord. Additional ranks cause the ability to deal more damage and make the target even less likely to attack you.
ID: 1122^1
Persistent Minion
ID: 1122^4
This ability upgrades your Suspended Minion ability to allow pets to remain suspended across zone lines. Also, if you camp with a suspended pet and have this ability, the pet will be available to you when you return.
ID: 1126^1
Replenish Companion
ID: 1126^2
Replen.
ID: 1126^3
Compan.
ID: 1126^4
This ability grants you an enhanced version of the Mend Companion ability. Each additional rank increases the healing power of the ability further.
ID: 1129^1
Advanced Pet Discipline
ID: 1129^4
The first rank of this ability allows you to give your pet a "focus" command. While focused, your pet will ignore all other opponents until its current opponent is defeated. The second rank allows you to tell your pet to not cast any spells. Usage: /pet focus, /pet spellhold, or hotkeys can be created using the pet control window.
ID: 1131^1
Throwing Mastery
ID: 1131^4
Each rank of this ability increases the damage you do with throwing weapons.
ID: 1134^1
Blur of Axes
ID: 1134^4
Each rank of this ability increases the damage that is done by Frenzy.
ID: 1137^1
Hastened War Cry
ID: 1137^4
This ability reduces the timer on the various war cry disciplines by 3 minutes per rank.
ID: 1140^1
Dead Aim
ID: 1140^4
This ability increases the accuracy of your thrown weapons.
ID: 1142^6
Summons pain from your target's soul, causing @2 damage and draining some of their mana.
ID: 1143^1
Frenzied Defense
ID: 1143^4
This ability grants the chance to automatically make a single frenzied attack on a successful riposte.
ID: 1146^1
Tireless Sprint
ID: 1146^2
Tireless
ID: 1146^3
Sprint
ID: 1146^4
This ability gives you an enhanced form of your Sprint discipline that refresh much more quickly.
ID: 1149^1
Desperation
ID: 1149^2
Desperation
ID: 1149^4
Use of this ability causes the berserker's attacks to take on a desperate edge. As the berserker gets closer to death, they will attack faster.
ID: 1150^1
Untamed Rage
ID: 1150^2
Untamed
ID: 1150^3
Rage
ID: 1150^4
Using this ability causes the berserker to fall into a rage, attacking their opponent with no thought of their own safety. With each rank, the damage is increased, but the berserker's defenses suffer. This ability functions as a discipline and does not stack with other disciplines.
ID: 1155^1
Echoing Cries
ID: 1155^4
This ability increases the duration of war cry effects by 25, 50, and 100 percent.
ID: 1163^1
Crazed Onslaught
ID: 1163^4
This ability increases the chance to make a flurry attack upon a successful triple attack.
ID: 1166^6
Fills you with draconic energy, imbuing your attacks with a dragon's rage.
ID: 1171^6
Summons a coffin bottle from the ethereal plane.
ID: 1172^1
Overwhelming Attack
ID: 1172^4
Through sheer might, you can batter through your opponent's defenses. This ability increases your chance to bypass your opponent's special defenses such as dodge, block, parry, and riposte.
ID: 1175^1
Furious Rage
ID: 1175^2
Furious
ID: 1175^3
Rage
ID: 1175^4
Using this ability causes the berserker to fall into a rage, attacking their opponent with no thought of their own safety. With each rank, the damage is increased, but the berserker's defenses suffer. This ability functions as a discipline and does not stack with other disciplines.
ID: 1178^1
Blood Pact
ID: 1178^2
Blood
ID: 1178^3
Pact
ID: 1178^4
While this ability is active, the berserker will push themselves beyond their limits. The berserker's damage output will increase, but they will take a portion of the damage they dole out themselves. Each additional rank increases the damage inflicted upon your enemy.
ID: 1180^6
Invokes severe pain to the undead, causing between #1 and @1 damage.
ID: 1181^1
Shielding Resistance
ID: 1181^4
This ability decreases the amount of damage you take when your offhand attacks encounter a damage shield.
ID: 1182^6
Vexes your target with a magical itching, lowering their mystical protections.
ID: 1186^1
Healing Boon
ID: 1186^4
This ability grants heal-over-time spells the chance to have a critical effect each tick they are active. An exceptional heal doubles the healing value of the spell for that tick.
ID: 1188^6
Stings your opponent with bixie poison briefly stunning them and causing #1 damage.
ID: 1189^6
Burns your target's veins with poison, causing #1 damage and a brief stun.
ID: 1192^1
Celestial Hammer
ID: 1192^2
Celestial
ID: 1192^3
Hammer
ID: 1192^4
Use of this ability calls forth a celestial hammer to attack your opponent. Additional ranks increase the strength of the hammer.
ID: 1192^6
Poisons your target with a mind numbing poison, causing forgetfulness about some of the hatred felt for you.
ID: 1193^6
A numbing toxin causes your target to forget some of its hatred of you.
ID: 1194^6
Cloaks you in the shimmering illusion of a Feir'Dal, granting greatly improved night vision.
ID: 1195^1
Divine Retribution
ID: 1195^2
Divine
ID: 1195^3
Retribution
ID: 1195^4
While this ability is active, any creature attacking the cleric has a chance to be stunned in retribution. The nine ranks affect creatures up to level 70, 75, 83, 88, 88, 93, 99, 101, and 103, respectively. From rank 3, has a chance to bestow a Divine Blessing and Favor on the cleric when a Divine Retribution occurs. Higher ranks decrease the likelihood of the creature resisting the effect, increase hate reduced, and improve the healing and protective yield of the Divine Blessing and Favor.
ID: 1196^1
Bow Mastery
ID: 1196^4
This ability adds twenty points of damage to any sucessful attack you perform with a bow. Starting at rank 6, this ability adds thirty five points of damage per rank.
ID: 1196^6
A light chorus that regenerates the health, mana, and stamina of nearby allies.
ID: 1197^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 1198^6
Surrounds your target in an outline of cold flame, lowering armor class, fire resistance, and attack rating.
ID: 1199^6
Mystically transports you to the Overthere shipyard.
ID: 1200^37
Subtle Magic
ID: 1200^38
This passive ability reduces the amount of hate generated by your mercenary's spell casting. Each rank further reduces this amount slightly.
ID: 1209^1
Sanctuary
ID: 1209^2
Sanctuary
ID: 1209^4
While you are under the effects of this ability, creatures will always choose to attack someone else before they attack you. You may cast spells upon yourself, but the sanctuary effect immediately ends if you take any hostile action or cast spells on another player.
ID: 1210^1
Destructive Fury
ID: 1210^4
Each rank of this ability increases the strength of your critical spell hits, causing them to do more damage. Note this will only function on direct damage spells.
ID: 1210^6
Lifts your body on a cushion of air, allowing you to levitate a short distance off the ground.
ID: 1211^6
Strips the enchantments from your target.
ID: 1212^6
Fills your feet with speed, increasing your movement rate for up to %z.
ID: 1213^1
Destructive Fury
ID: 1213^4
Each rank of this ability increases the strength of your critical spell hits, causing them to do more damage.
ID: 1214^6
Surrounds you in the protection of the gods, increasing your health, mana, and stamina regeneration as well as allowing magical breathing.
ID: 1215^6
Surrounds you in protective aura, rendering you temporarily invulnerable.
ID: 1216^6
Strikes your target with a mystic force, causing #1 damage.
ID: 1217^6
Attacks your target's mind, providing a chance to forget those that have done them harm.
ID: 1218^6
Mystically transports you to the Sunset home.
ID: 1219^6
Cloaks you in an amiable aura, causing creatures of your target's faction to view you more favorably.
ID: 1220^6
Surrounds you in a magical aura, granting increased mana regeneration, greatly improved night vision, the ability to see invisible creatures, and magical breathing.
ID: 1221^6
Fills your target's mind with dark terror, inciting hatred.
ID: 1222^1
Boon of the Forest
ID: 1222^2
Boon of
ID: 1222^3
the Forest
ID: 1222^4
Use of this ability creates an enhanced version of your Nature's Boon ward. Increased ranks improve the healing capabilities of this ward.
ID: 1222^6
Fills your target's mind with shadowed terror, inciting hatred.
ID: 1223^6
Fills your target's mind with deadly terror, inciting increased hatred.
ID: 1224^6
Fills your target's mind with the terror of nightmares, inciting great hatred.
ID: 1225^6
Imbues your target's voice with the power of darkness, causing creatures to take more notice of their attacks for %z.
ID: 1226^6
Imbues your target's voice with the power of shadows, causing creatures to take more notice of their attacks for %z.
ID: 1227^6
Imbues your target's voice with the power of death, causing creatures to take more notice of their attacks for %z.
ID: 1228^1
Call of the Wild
ID: 1228^2
Call of
ID: 1228^3
the Wild
ID: 1228^4
This ability allows you to call a fallen comrade's spirit back to their corpse. This does not restore any lost experience, but the player can still get an experience resurrection after being affected by this ability.
ID: 1228^6
Imbues your target's voice with the power of nightmares, causing creatures to take more notice of their attacks for %z.
ID: 1229^1
Secondary Recall
ID: 1229^2
Second
ID: 1229^3
Recall
ID: 1229^4
Use of this ability allows you to quickly gate yourself back to a secondary bind point that has been previously set by use of a Stone of Marking.
ID: 1229^6
Empowers your arms with the power of vengeance, increasing your attack rating.
ID: 1230^1
Nature's Bounty
ID: 1230^4
This ability gives you an innate chance to forage more than one item at a time. Additional ranks increase the chance to forage a second item.
ID: 1230^6
Empowers your arms with the power of vengeance, increasing your attack rating.
ID: 1233^1
Stasis
ID: 1233^2
Stasis
ID: 1233^4
Use of this ability causes your opponent to immediately fall into a deep sleep. The effect last for up to one minute per rank.
ID: 1239^1
Color Shock
ID: 1239^2
Color
ID: 1239^3
Shock
ID: 1239^4
While this ability is active, any creature that tries to attack the enchanter has a chance to be stunned in retribution. This ability does not affect creatures that are immune to stunning. Rank 1 will affect creatures level 73 and below and rank 2 will affect creatures level 83 and below. Rank 3 will affect creatures level 88 and below. Rank 4 will affect up to level 93. Rank 5 affects enemies up to level 98. Rank 6 affects enemies up to level 103. Rank 7 affects enemies up to level 108.
ID: 1242^1
Mind Over Matter
ID: 1242^2
Mind Over
ID: 1242^3
Matter
ID: 1242^4
While active, a portion of the damage you sustain is taken out of your mana rather than your hit points. Any damage that cannot be absorbed by your mana comes off your hit points instead. The first rank of this ability will absorb 10 hits from spell or melee attacks before fading, the second rank will absorb 20, and the third will absorb 30, the fourth rank will absorb 40 hits, the fifth by 50, the sixth rank 60 hits. Additional ranks beyond rank 6 further increase the amount of damage that is mitigated by converting your mana. Each rank starting from rank 10 also increases the number of hits the ability absorbs.
ID: 1245^1
Soothing Words
ID: 1245^2
Soothing
ID: 1245^3
Words
ID: 1245^4
Through use of this ability, you can soothe an angry creature, greatly reducing how angry it is with its current target. This ability will only function if the person the creature is most angry with is in your group or raid.
ID: 1251^1
Heart of Flames
ID: 1251^2
Heart of
ID: 1251^3
Flames
ID: 1251^4
This ability will allow you to absorb the pure essence of elemental fire into your soul, increasing the damage caused by your fire-based spells.
ID: 1251^6
Causes your skin to steam, forming a protective shield that will damage any creature that attacks you.
ID: 1252^1
Heart of Vapor
ID: 1252^2
Heart of
ID: 1252^3
Vapor
ID: 1252^4
This ability will allow you to absorb the pure essence of elemental air into your soul, greatly reducing how much creatures hate you for the detrimental spells you cast.
ID: 1252^6
Slows your attack speed and lowers your intelligence while increasing your regeneration rate.
ID: 1253^1
Heart of Ice
ID: 1253^2
Heart of
ID: 1253^3
Ice
ID: 1253^4
This ability will allow you to absorb the pure essence of elemental ice into your soul, greatly reducing the damage you take from spells.
ID: 1253^6
Fills your body with energy, increasing your strength and agility for up to %z.
ID: 1254^1
Heart of Stone
ID: 1254^2
Heart of
ID: 1254^3
Stone
ID: 1254^4
This ability will allow you to absorb the pure essence of elemental earth into your soul, greatly reducing the damage you take from melee attacks.
ID: 1254^6
Fills your body with energy, increasing your stamina and dexterity for up to %z.
ID: 1255^1
Imitate Death
ID: 1255^2
Imitate
ID: 1255^3
Death
ID: 1255^4
This ability allows the monk to execute a perfect feign death that causes every creature to forget about them immediately. Upon feigning, the monk will automatically hide themselves as well.
ID: 1255^6
Fills your body with energy, increasing your stamina and strength for up to %z.
ID: 1256^1
Crippling Strike
ID: 1256^4
This ability grants you an Eagle Strike attack with a chance to reduce the movement speed of the target. Ranks in this ability increase the potency of the snare effect. This ability uses endurance when activated and can not be used at the same time as Stunning Kick or Eye Gouge.
ID: 1256^6
Fills your body with energy, increasing your agility and dexterity for up to %z.
ID: 1257^6
Fills your body with energy, increasing your agility and stamina for up to %z.
ID: 1258^6
Fills your body with energy, increasing your dexterity and strength for up to %z.
ID: 1259^1
Stunning Kick
ID: 1259^4
This ability grants you a Round Kick attack with a chance to stun the target. Ranks in this ability increase the duration of the stun. This ability uses endurance when activated and cannot be used at the same time as Crippling Strike or Eye Gouge.
ID: 1259^6
Grants your body strengthened immunities, increasing disease resistance for up to %z.
ID: 1260^6
Covers your body in a protective aura that increases magic resistance and dexterity.
ID: 1261^6
Covers your body in a protective aura that increases fire resistance and agility.
ID: 1262^1
Eye Gouge
ID: 1262^4
This ability grants you a Tiger Claw attack with a chance to gouge the eyes of the target, reducing its ability to attack. Ranks in this ability increase the potency of the blinding. This ability uses endurance when activated and cannot be used at the same time as Crippling Strike or Stunning Kick.
ID: 1262^6
Covers your body in a protective aura that increases cold resistance and stamina.
ID: 1263^6
Covers your body in a protective aura that increases poison resistance and strength.
ID: 1264^6
Mystically transports you to the Everfrost peaks.
ID: 1265^4
This ability creates a crystallized shard, converting your health into stored mana.
ID: 1265^6
Mystically transports you to the Innothule swamp.
ID: 1266^6
Fills your arms with speed, granting an increased attack rate for up to %z.
ID: 1267^6
Drains life energy from your target, siphoning #1 health.
ID: 1268^1
Style of the Mimic
ID: 1268^4
By mimicking the movements of your opponent, you are better able to anticipate and bypass his defenses.
ID: 1269^6
Envelops your target in a fog of poison, causing #1 damage.
ID: 1270^6
Summons magical candy.
ID: 1271^6
Fills your arms with strength, increasing your attack speed, armor class, and attack rating for up to %z.
ID: 1272^1
Death Peace
ID: 1272^2
Death
ID: 1272^3
Peace
ID: 1272^4
This ability gives you an additional way to feign death.
ID: 1272^6
Causes your image to blur, making it harder for your opponents to hit you as your armor class increases.
ID: 1273^6
Summons a stack of fishing grubs.
ID: 1274^1
Army of the Dead
ID: 1274^2
Army of
ID: 1274^3
the Dead
ID: 1274^4
This ability calls up to five shades of nearby corpses back to life to serve the necromancer. The soulless abominations will mindlessly fight the target until called back to the afterlife some time later. The first rank summons up to three shades that serve for 60 seconds. The second rank summons up to four shades that serve for 75 seconds. The third and onward rank summons up to five shades that serve for up to 90 seconds. Additional ranks increase the power of the shades.
ID: 1274^6
Covers you in an aura of red petals, increasing your fire resistance.
ID: 1275^6
Covers you in an aura of blue petals, increasing your magic resistance.
ID: 1276^6
Covers you in an aura of white petals, increasing your cold resistance.
ID: 1277^6
Covers you in an aura of green petals, increasing your poison resistance.
ID: 1278^6
Covers you in an aura of black petals, increasing your disease resistance.
ID: 1279^6
Assaults your target with an intense blast of cold, causing #2 damage.
ID: 1281^6
Sears your target with flames, lowing fire resistance for %z.
ID: 1283^6
Fills your target's body with celestial cleansing light, healing between #1 and @1 hit points every 6 seconds for %z.
ID: 1284^1
Steadfast Will
ID: 1284^4
This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned.
ID: 1284^6
Fills your elemental pet with mystical valor, rendering them immune to fear effects.
ID: 1285^6
Summons your pet to your current location.
ID: 1286^6
Fills your elemental pet with speed, increasing their movement rate.
ID: 1287^1
Shield Block
ID: 1287^4
This ability grants you the chance to fully block an attack when using a shield. Increased ranks improve the chance to block attacks.
ID: 1287^6
A light melody that restores the mana of your group.
ID: 1288^6
Fills your target with a divine glory, increasing their hit points for %z.
ID: 1289^6
Fills your pet with rage, giving it increased attack speed, armor class, and strength for %z.
ID: 1290^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 1291^6
Mends severe wounds, healing up to @1 damage.
ID: 1292^6
Completely restores the health of your target.
ID: 1296^1
Tracking Mastery
ID: 1296^4
Each rank in this ability increases the maximum you can increase your tracking skill by 20 points.
ID: 1296^6
Strikes your target with jolting fire, sometimes causing partial memory loss.
ID: 1297^6
Covers your body in a shimmer of protective runes, absorbing a significant amount of damage. Consumes a pair of peridots when cast.
ID: 1298^6
Causes your thoughts to race faster, increasing your mana regeneration rate.
ID: 1299^6
Causes your thoughts to race faster, increasing your mana regeneration rate.
ID: 1300^6
Causes your thoughts to race faster, increasing your mana regeneration rate.
ID: 1300^37
Healing Acumen
ID: 1300^38
This passive ability increases the power of your mercenary's healing spells. Each rank increases this power slightly.
ID: 1301^6
Causes your thoughts to race faster, increasing your mana regeneration rate.
ID: 1302^6
Causes your thoughts to race faster, increasing your mana regeneration rate.
ID: 1303^6
Causes your thoughts to race faster, increasing your mana regeneration rate.
ID: 1304^1
Precision
ID: 1304^4
Each rank in this ability increases the chance of successfully landing a backstab.
ID: 1304^6
Causes your thoughts to race faster, increasing your mana regeneration rate.
ID: 1305^6
Causes your thoughts to race faster, increasing your mana regeneration rate.
ID: 1307^1
Nerves of Steel
ID: 1307^4
Each rank in this ability gives rogues an increasing chance to remain hidden when they are an indirect target of an Area-of-Effect spell. At the highest rank, a resisted AoE spell will never break Hide and there is a good chance that the rogue will remain hidden even when a spell successfully hits them. Nerves of Steel does not help when the rogue is the direct target of an AoE spell (if they are the direct target, then they've already been spotted). All ranks beyond rank 5 further increase the chance of remaining sneaking even if you do not resist the AoE spell.
ID: 1307^6
Causes your thoughts to race faster, increasing your mana regeneration rate.
ID: 1308^6
Causes the legs of all those near your target to buckle, slowing their movement rate.
ID: 1310^6
Consumes your target in the fury of Porlos, causing #1 damage to certain types of dragons. Consumes a pair of peridots when cast.
ID: 1311^6
Consumes your target in the wrath of Hsagra, causing #1 damage to certain types of giants. Consumes a pair of peridots when cast.
ID: 1313^1
Touch of the Cursed
ID: 1313^4
This ability grants the Shadow Knight a chance to drain the life of his opponent any time he makes a melee attack.
ID: 1319^1
Soul Thief
ID: 1319^4
This ability further increases the chance that the healing effect of your lifetaps will provide an exceptional amount of healing.
ID: 1320^6
Mystically transports you to the city of Thurgadin.
ID: 1321^6
Holds your target in a malevolent grasp of decay, causing #3 damage every 6 seconds for up to %z.
ID: 1322^6
Mystically transports you to the Field of Bone.
ID: 1323^1
Spiritual Channeling
ID: 1323^2
Spiritual
ID: 1323^3
Channeling
ID: 1323^4
While this ability is active, all of your spells will be fueled directly by the energy of your body, consuming hit points rather than mana. The conversion is not efficient, though, and will consume more hit points than the mana requirements of the spell.
ID: 1324^6
Covers your skin in a layer of Aloe, increasing your disease and poison resistances.
ID: 1325^6
Opens an arcane portal that teleports you to the Dreadlands.
ID: 1326^6
Opens a mystical portal that transports you to the Dreadlands.
ID: 1327^1
Ancestral Aid
ID: 1327^2
Ancestral
ID: 1327^3
Aid
ID: 1327^4
Through use of this ability, the shaman can call upon their ancestors to fill their group with strength and healing. Additional ranks increase the strength and healing granted to the group members.
ID: 1327^6
Invokes an aura of battle around you, increasing your regeneration and attack rating.
ID: 1328^6
An mystical aria that allows your group to levitate for a short time.
ID: 1329^6
A terrifying screech that causes nearby enemies to run in terror.
ID: 1330^6
This song allows freedom of movement, providing levitation, increased movement speed, the ability to see invisible creatures, and granting invisibility for your group.
ID: 1331^6
Causes your skin to steam, forming a protective shield that will damage any creature that attacks you.
ID: 1332^6
Channels your body's energy to refresh your mind, trading hit points for mana.
ID: 1333^1
Press the Attack
ID: 1333^2
Press the
ID: 1333^3
Attack
ID: 1333^4
This ability allows you to pressure your opponent, causing him to stumble away from you.
ID: 1333^6
Shatters the bones of your enemy, allowing you to make use of the resulting chips.
ID: 1334^1
Mind Crash
ID: 1334^2
Mind
ID: 1334^3
Crash
ID: 1334^4
When used, this ability will cause the targeted creature to become considerably less angry with you.
ID: 1334^6
Opens an arcane portal that teleports your entire group to their respective bind points.
ID: 1335^6
Strikes your target with the power of winter, causing #2 damage and briefly stunning them.
ID: 1336^6
Opens an arcane portal that teleports your target to the Greater Faydark.
ID: 1337^1
Prolonged Destruction
ID: 1337^2
Prolonged
ID: 1337^3
Destruction
ID: 1337^4
This ability grants you an enhanced version of Frenzied Devastation that lasts for an additional 6 seconds per rank. Beginning with rank 10, each rank increases the crit chance for damaging spells.
ID: 1337^6
Opens an arcane portal that teleports your target to Toxxulia Forest.
ID: 1338^6
Opens an arcane portal that teleports your target to the Northern Plains of Karana.
ID: 1339^6
Opens an arcane portal that teleports your target to the Dreadlands.
ID: 1340^6
Fills your feet with speed, increasing your movement rate for up to %z.
ID: 1342^6
Revives up to 8 slain allies surrounding you, restoring #1 percent of their lost experience. It takes some time for the recently revived to fully recover. You can only cast this spell while you are out of combat.
ID: 1343^1
Teleport Bind
ID: 1343^2
Teleport
ID: 1343^3
Bind
ID: 1343^4
When activated, this ability will teleport the wizard's entire group to the wizard's bind point.
ID: 1344^6
Revives up to 18 slain allies surrounding you, restoring #1 percent of their lost experience. It takes some time for the recently revived to fully recover. You can only cast this spell while you are out of combat.
ID: 1345^1
Auspice of the Hunter
ID: 1345^2
Auspice of
ID: 1345^3
the Hunter
ID: 1345^4
This ability allows you to share your natural affinity for the hunt with your party in the form of greater accuracy, more critical hits, and increased offensive power. Additional ranks further improve this effect.
ID: 1345^6
Revives up to 35 slain allies surrounding you, restoring #1 percent of their lost experience. It takes some time for the recently revived to fully recover. You can only cast this spell while you are out of combat.
ID: 1346^6
Revives up to 70 slain allies surrounding you, restoring #1 percent of their lost experience. It takes some time for the recently revived to fully recover. You can only cast this spell while you are out of combat.
ID: 1347^6
Zek protects you from both physical and magical harm, but this protection will fade if you move too far from where it was applied. You will be unable to cast spells or use melee skills while under this effect, and your weapon will swing incredibly slowly, if at all.
ID: 1348^1
Savage Spirit
ID: 1348^2
Savage
ID: 1348^3
Spirit
ID: 1348^4
While this ability is active, the berserker is fueled by his rage causing his melee critical hits to land for massive damage. When the ability wears off, though, it drains a significant portion of the berserker's life force. Each additional rank increases the amount of damage inflicted.
ID: 1348^6
This spell does NOTHING!
ID: 1349^6
Hugging this doll will increase your regeneration rate. Why? No idea.
ID: 1350^6
Blesses you with the power of the ancient coldain heroes, increasing your regeneration rate, attack rating, and causes damage to anyone who attacks you.
ID: 1351^1
Press the Attack
ID: 1351^2
Press the
ID: 1351^3
Attack
ID: 1351^4
This ability allows you to pressure your opponent, causing him to stumble away from you. The second rank adds a small stun component to the ability which is also present in the third rank.
ID: 1352^1
Crippling Strike
ID: 1352^2
Crippling
ID: 1352^3
Strike
ID: 1352^4
This ability grants you an Eagle Strike attack with a chance to reduce the movement speed of the target. Ranks in this ability can increase the potency of the snare effect, or the damage, or both. This ability can not be used at the same time as Stunning Kick or Eye Gouge.
ID: 1354^6
Transports you to the Plane of Mischief.
ID: 1355^1
Stunning Kick
ID: 1355^2
Stunning
ID: 1355^3
Kick
ID: 1355^4
This ability grants you a Round Kick attack with a chance to stun a target up to level 70. Ranks 2 and 3 increase the duration of the stun while further ranks increase the maximum level of NPC that can be stunned with this effect. This ability cannot be used at the same time as Crippling Strike or Eye Gouge.
ID: 1355^6
Shrinks you, allowing greater mobility in tight quarters.
ID: 1357^6
Surrounds your body in discordant energy that will harm any creature that attacks you as well as increasing your health and mana regeneration and your attack rating.
ID: 1358^1
Eye Gouge
ID: 1358^2
Eye
ID: 1358^3
Gouge
ID: 1358^4
This ability grants you a Tiger Claw attack with a chance to gouge the eyes of the target, reducing its ability to attack. Ranks in this ability increase the potency of the blinding. This ability cannot be used at the same time as Crippling Strike or Stunning Kick.
ID: 1358^6
Looks like it might be tasty
ID: 1359^6
Enchants a large block of clay with magical energy. Consumes a large block of clay when cast.
ID: 1360^6
Disrupts nearby teleportation enchantments.
ID: 1361^1
Gift of the Dark Reign
ID: 1361^4
Your devotion to Dark Reign grants you increased statistics.
ID: 1362^1
Tenacity of the Dark Reign
ID: 1362^4
Your devotion to Dark Reign grants you increased hit points, mana, and endurance.
ID: 1362^6
Fills your mind with a blinding flash of mana.
ID: 1363^1
Embrace of the Dark Reign
ID: 1363^4
Your devotion to Dark Reign increases the number of mystical effects that can affect you at once.
ID: 1363^6
Invokes the power of the greenmist, stealing strength, armor class, and health from your target.
ID: 1364^1
Power of the Dark Reign
ID: 1364^4
Your devotion to Dark Reign increases the chance that your direct damage spells, damage over time spells, healing spells, and melee attacks will have a critical effect.
ID: 1364^6
Invokes the power of Garzicor's vengeful spirit, lowering the attack rating of your target, and causing #2 damage every 6 seconds for up to %z.
ID: 1365^1
Fervor of the Dark Reign
ID: 1365^4
Your devotion to Dark Reign provides you with an innate chance to completely resist the effects of most detrimental spells.
ID: 1366^1
Gift of the Keepers
ID: 1366^4
Your devotion to Norrath's Keepers grants you increased statistics.
ID: 1366^6
Summons down the rage of a stormy sky, causing between #1 and @1 damage to your target.
ID: 1367^1
Valor of the Keepers
ID: 1367^4
Your devotion to Norrath's Keepers grants you increased hit points, mana, and endurance.
ID: 1367^6
Envelops your body in an aura of blessed fire, increasing your regeneration rate, and causing harm to anyone who attacks you.
ID: 1368^1
Embrace of the Keepers
ID: 1368^4
Your devotion to Norrath's Keepers increases the number of mystical effects that can affect you at once.
ID: 1368^6
Covers your body in a protective skin that will absorb some damage done to you.
ID: 1369^1
Power of the Keepers
ID: 1369^4
Your devotion to Norrath's Keepers increases the chance that your direct damage spells, damage over time spells, healing spells, and melee attacks will have a critical effect.
ID: 1369^6
Injects your target with chilling poison causing #1 damage.
ID: 1370^1
Sanctity of the Keepers
ID: 1370^4
Your devotion to Norrath's Keepers provides you with an innate chance to completely resist the effects of most detrimental spells.
ID: 1370^6
Causes your target to run away in fear.
ID: 1371^1
Lesson of the Devoted
ID: 1371^2
Lesson of
ID: 1371^3
the Devoted
ID: 1371^4
This ability doubles the amount of experience you gain when killing NPCs for the next half an hour.
ID: 1371^6
Opens an arcane portal that teleports your target to Nektulos Forest.
ID: 1372^1
Infusion of the Faithful
ID: 1372^2
Infus. of
ID: 1372^3
Faithful
ID: 1372^4
This ability infuses you with raw power, greatly increasing all of your statistics, resists vs. fire, cold, poison, disease, and magic, and increasing your run speed.
ID: 1372^6
Opens an arcane portal that teleports your target to the Western Commonlands.
ID: 1373^1
Chaotic Jester
ID: 1373^2
Chaotic
ID: 1373^3
Jester
ID: 1373^4
This ability summons forth a jester from Bristlebane's court. The jester sticks around for 15 minutes or until you zone.
ID: 1373^6
Opens an arcane portal that teleports your target to the Northern Desert of Ro.
ID: 1374^1
Expedient Recovery
ID: 1374^2
Exp.
ID: 1374^3
Recovery
ID: 1374^4
This ability summons every corpse you have to you and returns the experience you lost for that death if the corpse is still able to be resurrected.
ID: 1374^6
Opens an arcane portal that teleports your target to the Western Plains of Karana.
ID: 1375^1
Steadfast Servant
ID: 1375^2
Stead.
ID: 1375^3
Servant
ID: 1375^4
This ability summons forth a faithful servant that will follow you around and cast healing and beneficial buffs on you and other players near you. The servant lasts for 30 minutes or until you zone.
ID: 1375^6
Opens an arcane portal that teleports your target to the Temple of Cazic-Thule.
ID: 1376^1
Staunch Recovery
ID: 1376^2
Staunch
ID: 1376^3
Recovery
ID: 1376^4
When used, this ability restores a large amount of health, mana, and endurance.
ID: 1376^6
Transforms you into a skeleton, imbuing your attacks with a chance to steal life energy from your target for %z.
ID: 1377^1
Intensity of the Resolute
ID: 1377^2
Intensity of
ID: 1377^3
the Resolute
ID: 1377^4
This ability greatly increases the power of your melee and ranged attacks, your chance to perform critical hits on direct damage and damage-over-time spells, and your chance to perform exceptional heals on both direct healing and heal-over-time spells.
ID: 1377^6
Infuses your target with the power of an avatar, increasing their strength, dexterity, agility, and attack rating for %z.
ID: 1378^1
Curse of Blood
ID: 1378^4
A strange power courses through your blood. You sense a purpose, a desire, a secret waiting to be told.
ID: 1378^6
Magically binds your target, suppressing the ability to gate.
ID: 1379^1
Affliction of Blood
ID: 1379^4
The curse within your blood grows stronger. A sense of foreboding plays at the back of your mind.
ID: 1379^6
Magically binds your target, disrupting the ability to gate.
ID: 1380^1
Torment of Blood
ID: 1380^4
The curse spreads further, seeping into your thoughts and plaguing your dreams. Shadows lurk on the edge of vision, haunting your steps.
ID: 1381^1
Temptation of Blood
ID: 1381^4
The curse permeates your being but gone is the fear and foreboding, replaced by a craving and longing to bask in the darkness that surrounds you.
ID: 1382^1
Invitation of Blood
ID: 1382^4
You are now one with the curse. It calls to you, offering you limitless power in exchange for obedience.
ID: 1382^6
Focuses mana into the form of the holy ale of Brell. Consumes a summoned: globe of water when cast.
ID: 1383^1
Turn Undead
ID: 1383^2
Turn
ID: 1383^3
Undead
ID: 1383^4
This ability infuses an undead NPC with holy energy, causing it to continually take damage for up to 30 seconds. Each additional level of this ability increases the damage done. Occasionally an undead NPC will react violently to the infusion of holy energy, potentially destroying it outright.
ID: 1385^6
Increases your mana regeneration rate.
ID: 1386^6
Summons a swarm of locusts to attack your target doing #1 damage every 6 seconds and decreasing movement rate for up to %z.
ID: 1388^1
Innate See Invis
ID: 1388^4
This ability permanently enhances your vision allowing you to see the invisible.
ID: 1388^6
Strikes deep into your target, chipping off shards of bone.
ID: 1389^6
Surrounds your body in a holy aura, healing some of your wounds.
ID: 1390^6
Bestows the Prime Healer's blessing upon you, causing your wounds to heal much faster.
ID: 1391^6
Grants your group the power of the dead, including levitation, increased poison resistance, water breathing, and the ability to see invisible creatures.
ID: 1392^6
Calls down lightning from the sky, causing between #1 and @1 damage to your target.
ID: 1393^6
Touches your target with the hand of the plague, draining your target of life energy, siphoning between #1 and @1 damage.
ID: 1394^6
Conjures a maelstrom of electricity that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 1395^6
Harvests leaves that are useful for binding wounds.
ID: 1397^6
Blesses your target with the strength of nature, increasing their hit points and attack rating for %z.
ID: 1398^6
Opens a mystical portal that transports your group to the Wakening Lands.
ID: 1399^6
Opens an arcane portal that teleports your entire group to the Wakening Lands.
ID: 1400^6
Conjures a pet in the form of a local monster to aid you in battle.
ID: 1400^37
Subtle Strikes
ID: 1400^38
This passive ability reduces the amount of hate generated by your mercenary's melee attacks. Each rank further reduces this amount slightly.
ID: 1401^6
Focuses mana into the form of a shard of the core of Norrath.
ID: 1402^6
Conjures a pet in the form of a local monster to aid you in battle.
ID: 1403^6
Surrounds your target in an elemental maelstrom, causing #1 damage initially, and between #2 and @2 damage every six seconds for %z.
ID: 1404^1
Silent Casting
ID: 1404^2
Silent
ID: 1404^3
Casting
ID: 1404^4
While active, this ability will reduce the amount of hate you generate when casting spells by up to 20%. Each additional rank increases the maximum that this ability can reduce your hate by an additional 20%.
ID: 1404^6
Conjures a pet in the form of a local monster to aid you in battle.
ID: 1405^6
Surrounds your target in an elemental maelstrom, causing #1 damage initially, and between #2 and @2 damage every 6 seconds for %z.
ID: 1406^6
Cloaks you in a mystic veil, rendering you invisible to many creatures for %z.
ID: 1407^6
Draws the energy from your target's mind, draining their mana and giving it to you.
ID: 1408^6
Grants your target increased mental capacities, increasing their mana pool.
ID: 1409^1
Silent Casting
ID: 1409^2
Silent
ID: 1409^3
Casting
ID: 1409^4
While active, this ability will reduce the amount of hate you generate when casting spells by up to 20%. Each additional rank increases the maximum that this ability can reduce your hate by an additional 20%.
ID: 1409^6
Grants your target increased mental capacities, increasing their mana pool and mana regeneration.
ID: 1410^6
Grants your target increased mental capacities, increasing their mana pool and mana regeneration.
ID: 1411^6
Cloaks your body in a light aura, rendering you invisible to most undead creatures for %z.
ID: 1412^6
Fills your target's blood with poison, causing between #2 and @2 damage every six seconds for %z.
ID: 1413^6
Restores your target's hit points at the expense of your own.
ID: 1414^1
Hastened Mind Crash
ID: 1414^4
This ability decreases the amount of time required between uses of Mind Crash by ten percent per rank.
ID: 1414^6
Fills your pet with rage, giving it increased attack speed, armor class, and strength for %z.
ID: 1415^6
Strikes your target with a jet of poison, causing between #1 and @1 damage.
ID: 1416^6
Grips your body in an unholy darkness, slowly draining your hit points while regenerating your mana.
ID: 1417^1
Field Dressing
ID: 1417^4
This ability further increases the amount of healing provided by a single bandage while binding wounds.
ID: 1417^6
Opens an arcane portal that teleports you to Iceclad Ocean.
ID: 1418^6
Opens an arcane portal that teleports your entire group to Iceclad Ocean.
ID: 1419^1
Teleport Bind
ID: 1419^2
Teleport
ID: 1419^3
Bind
ID: 1419^4
When activated, this ability will teleport the druid's entire group to the druid's bind point.
ID: 1419^6
Surrounds your target in flickering flames that damages any creatures that strikes them.
ID: 1420^1
Bandage Wounds
ID: 1420^4
Each rank in this ability increases the amount of healing provided by a single bandage.
ID: 1420^6
Cloaks your target in a light aura, rendering them invisible to most undead creatures.
ID: 1421^6
Covers your target in blistering flames, causing #1 damage. This damage is more difficult to resist than most spells.
ID: 1422^6
Opens an arcane portal that teleports your target to their bind point.
ID: 1423^6
Opens an arcane portal that teleports your entire group to the Great Divide.
ID: 1425^1
Cascading Rage
ID: 1425^2
Casc.
ID: 1425^3
Rage
ID: 1425^4
This ability infuses you with a primal rage, increasing your melee abilities but you will also take damage as you push yourself beyond your means. The rage starts slow, but each additional rank you have in the ability increases its maximum potential. Be warned, once the rage has taken hold of you, the only way to stop it is to let it run its course.
ID: 1425^6
Opens an arcane portal that teleports your entire group to the Cobalt Scar.
ID: 1426^6
Creates a fierce spear of ice to strike your target, causing between #1 and @1 damage.
ID: 1427^6
Strikes your target with a jet of poisonous acid, causing between #1 and @1 damage.
ID: 1428^6
Fills your group with tumultuous power, increasing their strength for %z.
ID: 1429^6
Strikes your target with a jet of poisonous acid, causing between #1 and @1 damage.
ID: 1430^6
Quickens your spiritual companion, providing increased strength, armor class, and attack speed for %z.
ID: 1431^6
Transforms you into a bear, providing increased regeneration and wisdom.
ID: 1432^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 1433^6
Opens a mystical portal that transports you to the Iceclad Ocean.
ID: 1434^6
Opens a mystical portal that transports your group to the Iceclad Ocean.
ID: 1435^1
Gift of Mana
ID: 1435^4
Whenever you cast a level 65 to 70 spell that heals or harms someone, this ability grants you an innate chance for the next level 70 or lower spell you cast after that to only cost a single point of mana. Additional ranks increase the chance of this occurring. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
ID: 1435^6
Covers your body in a mystic cloak, allowing you to blend in with your surroundings.
ID: 1436^6
Surrounds your target in dancing flames, lowering their attack and armor class.
ID: 1437^6
Surrounds your target in dancing flames, lowering their fire resistance and armor class.
ID: 1438^6
Opens a mystical portal that transports your group to the Great Divide.
ID: 1439^6
Summons a whirling wind to stun your target, also doing between #1 and @1 damage.
ID: 1440^6
Opens a mystical portal that transports your group to the Cobalt Scar.
ID: 1441^6
Fills your body with the power of the waves, removing your need to breath.
ID: 1442^6
Hardens the skin of your group, increasing their hit points, mana regeneration, and armor class for %z.
ID: 1443^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every 6 seconds for %z.
ID: 1444^1
Celestial Healing
ID: 1444^2
Celestial
ID: 1444^3
Healing
ID: 1444^4
Heals your target's wounds continually for a short time.
ID: 1444^6
Fills your target's body with celestial power, healing between #1 and @1 hit points every 6 seconds for %z.
ID: 1445^1
Channeling Mastery
ID: 1445^4
Each rank of this ability further reduces the chance of your spell casts being interrupted.
ID: 1445^6
Places mystic armor of protection around you, increasing your hit points and armor class for %z.
ID: 1446^6
Strikes several creatures around your target with holy might, briefly stunning them.
ID: 1447^6
Cloaks your target in an aura of protection, granting them increased hit points and armor class for %z.
ID: 1448^6
A light cantata that regenerates the health, mana, and stamina of your entire group.
ID: 1449^6
An archaic song that increases the attack speed of your group. This increase is cumulative with most other effects that increase attack speed.
ID: 1450^6
This song wraps an aura of protection around your group that absorbs damage .
ID: 1451^6
An aura of silence envelops your enemy, causing them to become more susceptible to fire, ice, and magic.
ID: 1452^6
An ancient song that increases the attack speed of your group. This increase is cumulative with most other effects that increase attack speed.
ID: 1453^1
Conservation
ID: 1453^4
Each rank of this ability grants you an increasing chance to not use a component when summoning axes.
ID: 1453^6
Surrounds you with divine purpose, regenerating your hit points while slowly draining your mana for %z.
ID: 1454^6
Strikes your target with a burning flame of light, causing #1 damage.
ID: 1455^6
Emanates a wave of healing from the caster, healing @1 hit points for everyone in your group.
ID: 1456^6
Fills your target with a divine strength, increasing their hit points for %z.
ID: 1457^6
Consumes your target in a wave of hatred, lowering their attack rating and increasing yours.
ID: 1458^1
Cry of Battle
ID: 1458^2
Cry of
ID: 1458^3
Battle
ID: 1458^4
This ability causes your next War Cry to hit everyone within its radius at the cost of doubling the endurance used.
ID: 1458^6
Covers your target in a mass of darkness that steals their armor class and gives it to you for %z.
ID: 1459^1
Ward of Purity
ID: 1459^2
Ward of
ID: 1459^3
Purity
ID: 1459^4
Use of this ability creates a stationary ward that cleanses poison and disease from every player within its range. Increased ranks improve the effectiveness of the ward.
ID: 1459^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 1460^6
Causes you to stop breathing and appear dead to most creatures.
ID: 1461^6
Imparts your weapons with the power of sky for %z, allowing them a chance to strike with the fury of the storm.
ID: 1462^1
Turn Summoned
ID: 1462^2
Turn
ID: 1462^3
Summon
ID: 1462^4
This ability infuses a summoned NPC with elemental energy, causing it to continually take damage for the next 30 seconds. Each additional level of this ability increases the damage done. Occasionally a summoned NPC will react violently to the infusion of energy, potentially destroying it outright.
ID: 1462^6
Focuses your target with the call of earth, increasing their armor class, and causing damage to anything that strikes them for %z.
ID: 1463^6
Imparts your weapons with the power of fire for %z, allowing them a chance to strike with the fury of the flame.
ID: 1464^6
Summons the spirit of the predator to impart your group with an increased attack rating for %z.
ID: 1468^6
Summons a swarm of insects to attack your target, causing #4 damage every 6 seconds for up to %z.
ID: 1471^1
Hastened Thunder
ID: 1471^4
This ability decreases the amount of time required between uses of Roar of Thunder by ten percent per rank.
ID: 1472^6
Infuses your elemental companion with energy, increasing their attack speed, armor class, and strength.
ID: 1474^1
Translocational Anchor
ID: 1474^2
Translocational
ID: 1474^3
Anchor
ID: 1474^4
While under the effect of this ability, an NPC will not be able to gate away from you. Additional ranks increase the duration of the effect.
ID: 1474^6
Transforms your target into a feral werewolf, increasing their attack rating, dexterity, and allowing a chance to perform a life draining attack.
ID: 1475^6
Summons the spirit of a wild bear to obey your commands.
ID: 1477^1
Stealthy Getaway
ID: 1477^2
Stealthy
ID: 1477^3
Getaway
ID: 1477^4
This ability allows you to quickly retreat from the current situation and arrive at a relatively safe location elsewhere in the zone. You must be hidden to use this ability.
ID: 1478^1
Pyromancy
ID: 1478^2
Pyro.
ID: 1478^4
While active, the wizard focuses his mastery over fire to cause any fire-based direct damage spell they cast to have a chance to cause the targeted creature to burst into flames, taking continual damage and becomes more susceptible to further fire-based attacks. Additional ranks increase the effectiveness of the ability and the chance for it to occur. Ranks 1 through 3 work on spells between level 60 and 75, Ranks 4 through 6 work on spells between level 65 and 80 and Ranks 7 through 12 work on spells between level 70 and 85. Ranks 13 through 15 work on spells between 86 and level 90. Ranks 16, 17, and 18 work on spells from level 91, 93 and 95. Ranks 18, 19, 20 to 21, work on levels 96, 98, and 100 respectively while increasing the proc chance as well as the damage inflicted. Ranks 22, 23, and 24 will trigger on spells up to level 101, 103, and 105 respectively, while increasing the proc damage inflicted.
ID: 1486^1
Abundant Healing
ID: 1486^4
Whenever you cast a level direct healing spell, there is a chance that your target will continue to be healed over the next 30 seconds. Additional ranks increase the effectiveness of the ability and the chance for it to occur.
ID: 1489^6
Freezes your target's skin, causing #1 damage.
ID: 1494^1
Shared Camouflage
ID: 1494^2
Shared
ID: 1494^3
Camo
ID: 1494^4
This ability allows you to cloak your entire group in a camouflage nearly at will, causing them to become invisible without the need to memorize a spell.
ID: 1495^1
Convergence of Spirits
ID: 1495^2
Conv of
ID: 1495^3
Spirits
ID: 1495^4
This ability gives you an alternate form of Spirit of the Wood that channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration and protective thorns. Additional ranks increase the damage reflected, as well as the level of healing granted.
ID: 1495^6
The gift of the traitorous Rodrick Tardok.
ID: 1497^6
Poisons your target with deadly velium poison, causing #1 damage every 6 seconds for up to %z.
ID: 1498^1
Nature's Guardian
ID: 1498^2
Nature's
ID: 1498^3
Guardian
ID: 1498^4
Use of this ability calls forth the spirit of a wild bear to attack your opponent for a brief time. The second and third ranks increase the time before the bear returns to nature. Additional ranks increase the strength of the spirit.
ID: 1498^6
Consumes your target in icy rage, causing #1 damage.
ID: 1499^6
Fills your body with an aura of battle, increasing attack and hit-point regeneration.
ID: 1500^37
Rising Fury
ID: 1500^38
This passive ability increases the damage inflicted by your mercenary's attacks. Each rank slightly increases the damage bonus.
ID: 1501^1
Edict of Command
ID: 1501^2
Edict of
ID: 1501^3
Comm.
ID: 1501^4
This ability will bind an NPC to your will, charming them until the spell wears off. This ability works on NPCs up to the level you must be before you can purchase each rank. Rank 1 will keep the NPC charmed for 2 minutes, rank 2 for 4 minutes and rank 3 and beyond for 6 minutes.
ID: 1501^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the War Epic 1.5: Champion's Sword of Eternal Power)
ID: 1501^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Warrior Epic 1.5 - Champion's Sword of Eternal Power)
ID: 1502^6
Consumes your physical energy and transforms it into magical power.
ID: 1502^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the Clr Epic 1.5: Harmony of the Soul)
ID: 1502^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Cleric Epic 1.5 - Harmony of the Soul)
ID: 1503^6
Focuses mana into the form of a modulating rod, allowing the user to trade physical health for mental energy.
ID: 1503^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the Pal Epic 1.5: Redemption)
ID: 1503^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Paladin Epic 1.5 - Redemption)
ID: 1504^1
Extended Burnout
ID: 1504^4
This ability increases the duration of your Frenzied Burnouts by 12 seconds per rank.
ID: 1504^6
Renews the health of your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, and curses.
ID: 1504^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the Rng Epic 1.5: Heartwood Blade)
ID: 1504^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Ranger Epic 1.5 - Heartwood Blade)
ID: 1505^6
Renews the health of your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, and curses.
ID: 1505^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the Shd Epic 1.5: Innoruuk's Voice)
ID: 1505^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Shadowknight Epic 1.5 - Innoruuk's Voice)
ID: 1506^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the Dru Epic 1.5: Staff of Living Brambles)
ID: 1506^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Druid Epic 1.5 - Staff of Living Brambles)
ID: 1507^6
Fills your mind with the power of the pantheon.
ID: 1507^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the Mnk Epic 1.5: Fistwraps of Celestial Discipline)
ID: 1507^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Monk Epic 1.5 - Fistwraps of Celestial Discipline)
ID: 1508^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing between #4 and @4 damage every 6 seconds for %z.
ID: 1508^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the Brd Epic 1.5: Prismatic Dragon Blade)
ID: 1508^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Bard Epic 1.5 - Prismatic Dragon Blade)
ID: 1509^6
Drains the life from your target, healing you for #3 hit points every 6 seconds for %z.
ID: 1509^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the Rog Epic 1.5: Fatestealer)
ID: 1509^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Rogue Epic 1.5 - Fatestealer)
ID: 1510^1
Blood Magic
ID: 1510^2
Blood Magic
ID: 1510^4
This ability allows you to fuel your spells directly from your health instead of from your mana. Blood magic is dangerous, though. Spells will drain more health than they would use mana and the longer Blood Magic is in effect, the penalty will grow. Once you have started using Blood Magic, you cannot stop until it wears off by itself or you die. Additional ranks increase the duration of each stage of the effect.
ID: 1510^6
Transfers your own health to your target at a rate of #4 hit points every six seconds for %z.
ID: 1510^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the Shm Epic 1.5: Crafted Talisman of Fates)
ID: 1510^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Shaman Epic 1.5 - Crafted Talisman of Fates)
ID: 1511^1
Graverobbing
ID: 1511^4
This ability decreases the amount of time required between uses of Wake the Dead or Army of the Dead by one minute per rank.
ID: 1511^6
Surrounds your target in the scent of dusk, causing them to be more susceptible to fire, poison, and disease.
ID: 1511^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the Nec Epic 1.5: Soulwhisper)
ID: 1511^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Necromancer Epic 1.5 - Soulwhisper)
ID: 1512^6
Surrounds your target in the scent of shadow, causing them to be more susceptible to fire, poison, and disease.
ID: 1512^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the Wiz Epic 1.5: Staff of Prismatic Power)
ID: 1512^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Wizard Epic 1.5 - Staff of Prismatic Power)
ID: 1513^6
Surrounds your target in the scent of darkness, causing them to be more susceptible to fire, poison, and disease.
ID: 1513^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the Mag Epic 1.5: Staff of Elemental Essence)
ID: 1513^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Magician Epic 1.5 - Staff of Elemental Essence)
ID: 1514^1
Affliction Mastery
ID: 1514^4
This ability improves the chance that damage-over-time spells will have a critical effect each tick they are active. Additional ranks increase the chance that your damage over time spells will land for critical effect.
ID: 1514^6
Restores your target's mana at the expense of your own.
ID: 1514^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the Enc Epic 1.5: Oculus of Persuasion)
ID: 1514^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Enchanter Epic 1.5 - Oculus of Persuasion)
ID: 1515^6
Restores your target's mana at the expense of your own.
ID: 1515^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the Bst Epic 1.5: Savage Lord's Totem)
ID: 1515^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Beastlord Epic 1.5 - Savage Lord's Totem)
ID: 1516^6
Opens an arcane portal that teleports your entire group to the Dreadlands.
ID: 1516^34
has earned the EverQuest achievement "Epic 1.5" (Obtained the Ber Epic 1.5: Raging Taelosian Alloy Axe)
ID: 1516^35
has earned the EverQuest achievement "Epic 1.5" (Obtained the Berserker Epic 1.5 - Raging Taelosian Alloy Axe)
ID: 1517^6
Opens a mystical portal that transports your group to the Dreadlands.
ID: 1518^6
Mends major wounds, healing between #1 and @1 hit points.
ID: 1519^6
Bathes your target in divine light, healing between #1 and @1 hit points.
ID: 1520^1
Ancestral Guard
ID: 1520^2
Ancestral
ID: 1520^3
Guard
ID: 1520^4
Through the use of this ability, you can call upon ancestral spirits to protect you from harm for a brief period. The spirits will absorb a portion of the damage you would normally take. Additional ranks increase the percent of damage that the spirits take instead of you.
ID: 1520^6
Mends the major wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 1521^6
Mends the wounds of everyone in your group, healing between #1 and @1 hit points as well as curing minor diseases and poisons.
ID: 1522^6
Fills your target's body with celestial elixir, healing between #1 and @1 hit points every 6 seconds for %z.
ID: 1523^1
Cloak of Light
ID: 1523^2
Cloak of
ID: 1523^3
Light
ID: 1523^4
This ability allows you to become invisible to undead, nearly at will, without the need to memorize a spell.
ID: 1523^6
Mends the wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 1524^6
Revives a slain ally, restoring #1 percent of their lost experience. It takes some time for the recently revived to fully recover.
ID: 1525^6
Removes toxin from your target's system, curing them of severe poisons.
ID: 1526^6
Cancels magical enchantments affecting your target.
ID: 1527^1
Cloak of Shadows
ID: 1527^2
Cloak of
ID: 1527^3
Shadows
ID: 1527^4
This ability allows you to become invisible nearly at will, without the need to memorize a spell.
ID: 1527^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 1528^1
Willful Death
ID: 1528^4
Each rank in this ability gives you an increasing chance for your feigned deaths to not be revealed by spells cast upon you. At the highest rank, you become immune to feign breaking on a resisted spell and have a good chance of feigning through a spell that successfully lands upon you.
ID: 1528^6
A burst of holy power that inflicts between #1 and @1 damage to an undead target.
ID: 1529^6
A burst of holy light that causes between #1 and @1 damage to a summoned target.
ID: 1530^6
Banishes an undead creature to the shadow realm. Consumes a star ruby to cast. Works on creatures up to level 51.
ID: 1531^6
Banishes your target to the nether realm, completely removing them from this plane of existence. Consumes a star ruby when cast.
ID: 1532^6
Inspires fear in an undead opponent, causing them to flee.
ID: 1533^6
Provides your target with heroic valor, increasing their hit points and armor class for %z.
ID: 1534^6
Focuses your spiritual energy into a great battle cry, increasing your strength, armor class, and attack rating for %z.
ID: 1535^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 1536^6
Provides your group with heroic valor, increasing their hit points and armor class for %z.
ID: 1537^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 1538^6
Provides your group with heroic valor, increasing their hit points and armor class for %z.
ID: 1539^6
Provides your target with mystic fortitude, increasing their hit points and armor class for %z.
ID: 1540^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 1541^6
Covers all creatures near your target in tranquility, lowering their aggressiveness for %z. Affects creatures up to level @1.
ID: 1542^1
Appraisal
ID: 1542^2
Appraisal
ID: 1542^4
This ability allows you to estimate the selling price of an item you are holding on your cursor.
ID: 1542^6
Causes the earth to tremble around you, causing between #1 and @1 damage to all nearby enemies.
ID: 1543^1
Precise Strikes
ID: 1543^4
Each rank in this ability increases the minimum damage you will do on any backstab.
ID: 1543^6
Calls upon the reckoning of the gods to strike your target, causing between #1 and @1 damage.
ID: 1544^6
Strikes an enemy with holy might, briefly stunning them and causing between #2 and @2 damage. This spell works on creatures up to level @1.
ID: 1545^6
A forbidden word that causes between #3 and @3 damage to all nearby enemies.
ID: 1546^1
Hastened Death
ID: 1546^4
This ability decreases the amount of time required between uses of Imitate Death by two minutes per rank.
ID: 1546^6
Bestows the favor of the gods upon your target, granting them a second chance at life should they fall in battle. Consumes a pair of emeralds when cast.
ID: 1547^6
Bestows the favor of the gods upon your target, granting them a second chance at life should they fall in battle. Consumes a pearl when cast.
ID: 1548^6
Covers your target in a glowing aura that heals anyone who strikes them.
ID: 1549^1
Unflinching Resolve
ID: 1549^4
This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned.
ID: 1550^6
Incites fear in an animal target, causing them to flee.
ID: 1551^6
Calls upon the spirit of winter to protect your group from fire for %z.
ID: 1552^1
Weightless Steps
ID: 1552^4
Years of training allows the monk to increase their base movement run. This increase does not stack with movement rate spell effects.
ID: 1552^6
Calls upon the spirit of summer to protect your group from cold for %z.
ID: 1553^6
Beckons to the animals of the wild, allowing you to control them.
ID: 1554^6
Imbues your group with the spirit of a scaled wolf, increasing their movement speed for %z. Any attack, or spell cast will break the enchantment.
ID: 1555^1
Hastened Blades
ID: 1555^4
This ability decreases the amount of time required between uses of Dance of Blades by four minutes per rank.
ID: 1555^6
Dazzles your targeted animal with the glamour of Tunare, making them more vulnerable to magic.
ID: 1556^6
Beckons to the animals of the wild, allowing you to control them.
ID: 1557^6
Fills your target with the power of the stone, increasing their strength for %z.
ID: 1558^6
Surrounds your body in a coat of blades that increases your armor class, as well as harming those that strike you for %z.
ID: 1559^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 1560^6
Surrounds your target in a shield of spikes that causes damage to anything that strikes them for %z.
ID: 1561^6
Surrounds your group in a shield of spikes that causes damage to anything that strikes them for %z.
ID: 1562^6
Fills you with the spirit of the wild, allowing you to take the form a wolf for %z.
ID: 1563^6
Fills you with the spirit of the wild, allowing you to take the form a wolf for %z.
ID: 1564^6
Transforms you into a stout tree, preventing movement, but increasing your regeneration. This spell can only be cast outdoors.
ID: 1565^6
Covers your face in the mask of the hunter for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures. This spell can only be cast outdoors.
ID: 1566^6
Opens a mystical portal that transports you to a relatively safe location in the current zone.
ID: 1567^6
Opens a mystical portal that transports your group to a relatively safe location in the current zone. The chaotic nature of the portal drains mana from anyone who passes through it.
ID: 1568^6
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 1569^1
Song of Stone
ID: 1569^2
Song of
ID: 1569^3
Stone
ID: 1569^4
This ability calls a number of stone guardians into existence to attack your target. The first rank of the ability calls 3 guardians and each additional rank adds an additional guardian, through rank 6. Ranks 6 through 12 increase the duration that your pets last will extend by 5 seconds per rank. Ranks 13 through 15 increase the power of the pets, but not their duration.
ID: 1569^6
Hastens your groups natural healing, allowing them to recover hit points faster.
ID: 1570^6
Protects your group with the talisman of Jasinth, shielding them from disease for %z.
ID: 1571^6
Protects your group with the talisman of Shadoo, shielding them from poison for %z.
ID: 1572^1
Deep Sleep
ID: 1572^4
This ability gives you an innate chance to put an NPC into a deep sleep when you mesmerize it. An NPC under the effects of a deep sleep will suffer offensive penalties for 2 minutes after the spell was initially cast. Additional ranks increase the effectiveness of the ability and the chance for it to occur.
ID: 1572^6
Channels your body's energy to refresh your mind, trading hit points for mana.
ID: 1573^6
Infects your target with a fever, causing them to become more susceptible to other diseases.
ID: 1574^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 1575^6
Grants your target a quickness of mind and body, allowing them improved night vision, the ability to see invisible creatures, and greatly increased stamina regeneration.
ID: 1576^6
Places your target into a state of torpor, healing #1 hit points every six seconds for %z, but vastly decreasing their movement speed and attack rate.
ID: 1577^1
Companion's Gift
ID: 1577^4
This ability grants you a chance to score an exceptional heal when healing your pet. An exceptional heal doubles the healing value of the spell. Additional ranks increase the chance to score an exceptional heal.
ID: 1577^6
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 1578^6
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 1579^6
Fills your group with the spirit of the cat, increasing their agility for %z.
ID: 1580^6
Fills your group with the spirit of the brute, increasing their stamina for %z.
ID: 1581^6
Fills your group with power of the rhino, increasing their strength for %z.
ID: 1582^6
Fills your group with the spirit of the serpent, increasing their charisma for %z.
ID: 1583^1
Hastened Defiance
ID: 1583^4
This ability decreases the amount of time required between uses of Warlord's Tenacity and Resolute Defiance by 10 percent per rank.
ID: 1583^6
Fills your group with the spirit of the raptor, increasing their dexterity for %z.
ID: 1584^6
Places a shroud of spirits on your target, increasing their armor class for %z.
ID: 1585^6
Imbues your target with the talisman of Kragg, providing increased hit points for %z.
ID: 1586^1
Dauntless Perseverance
ID: 1586^4
This ability increases your stalwart endurance, making you always able to endure what would otherwise be a stunning blow, from any angle, without being stunned.
ID: 1586^6
Creates a rift of bitter cold, causing between #1 and @1 damage to your target.
ID: 1587^1
Concentration
ID: 1587^4
Each rank in this ability increases your chance to not have item effects interrupted when you take damage.
ID: 1587^6
Creates a rain of poison, causing three waves of #1 damage to everything in a small radius around your target.
ID: 1588^6
Engulfs your target in a swarm of insects, slowing their attack rate for %z.
ID: 1589^6
Engulfs creatures near your target in a cloud of insects, slowing their attack rates for %z.
ID: 1590^6
Fills your target's blood with poison, causing #2 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 1591^6
Sickens your target with a fever, causing #3 damage initially and between #2 and @2 damage every six seconds for %z.
ID: 1592^1
Enhanced Aggression
ID: 1592^4
Each rank of this ability increases the maximum amount of attack you can gain from items.
ID: 1592^6
Saps your target's power, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 1593^6
Fills your target's body with maniacal power, increasing their strength for %z.
ID: 1594^6
Fills your target with a delirious nimbleness, increasing their agility for %z.
ID: 1595^6
Fills your target with riotous health, increasing their stamina for %z.
ID: 1596^6
Fills your target with a sense of mortal deftness, increasing their dexterity for %z.
ID: 1597^1
Call of Challenge
ID: 1597^2
Call of
ID: 1597^3
Challenge
ID: 1597^4
This ability gives you a chance to provoke your opponent to the point where they will not flee from you or, if they are already fleeing, will instead turn back to you and continue fighting. Rank 3 additionally snares your enemy reducing their movements.
ID: 1597^6
Fills your target with an unfailing reverence, increasing their charisma for %z.
ID: 1598^1
Cacophony
ID: 1598^2
Cacoph.
ID: 1598^4
This ability engulfs your target in a barrage of discordant noise, causing it to take damage for the duration of the effect. Every time this effect causes damage, it also has a chance to interrupt any spells being cast. Additional ranks improve the damage done by this ability. Ranks two and three also increase the chance for spells to be disrupted.
ID: 1598^6
Infuses your target with the power of an avatar, increasing their strength, dexterity, agility, and attack rating for %z. Consumes an emerald when cast.
ID: 1599^6
Fills your target with a berserk fury, increasing their strength, dexterity, and armor class for %z.
ID: 1600^6
Surrounds your target in dancing flames for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 1600^37
Silent Arcanum
ID: 1600^38
This passive ability reduces the amount of hate generated by your mercenary's spell casting. Each rank further reduces this amount slightly.
ID: 1601^1
Improved Headshot
ID: 1601^4
This ability increases the maximum level of humanoid that can be affected by your headshot by 2 levels per rank.
ID: 1601^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 1602^6
Calls down a hailstorm from the sky, causing three waves of #1 damage to all creatures near your target.
ID: 1603^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 1604^1
Anatomy
ID: 1604^4
This ability increases the maximum level of humanoid that can be affected by your assassination ability. The maximum affected level is 1 level below the required level to purchase the ability.
ID: 1604^6
Summons a whirling wind to stun your target, also doing between #1 and @1 damage. This spell can only be cast outdoors.
ID: 1605^6
Covers your target in glistening ice, causing #1 damage, and lowering their fire resistance.
ID: 1606^6
Calls down lightning from the sky, causing between #1 and @1 damage to all those in the vicinity of your target. This spell can only be cast outdoors.
ID: 1607^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 1608^1
Trick Shot
ID: 1608^4
Each rank of this ability grants you an increasing chance to make an additional attack upon a successful ranged attack. This extra attack will consume an additional arrow or fail if one is not available.
ID: 1608^6
Commands roots to take hold of your target, doing #1 damage, and preventing their movement for %z.
ID: 1609^6
Covers you in a magical skin that absorbs some damage before dissipating. This spell also increases your mana regeneration rate. Consumes a peridot when cast.
ID: 1610^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 1611^6
Grips your body in an unholy darkness, slowly draining your hit points while regenerating your mana.
ID: 1612^6
Surrounds your body in the veil of Xarn, rendering you invulnerable for %z as well as healing you for #3.
ID: 1613^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 1614^6
Freezes the flesh from your target's body, causing between #2 and @2 damage and temporarily transforming them into a skeleton.
ID: 1615^6
Causes your target's heartbeat to become irregular, lowering their strength and armor class, and doing between #4 and @4 damage every 6 seconds for %z.
ID: 1616^1
Lightning Strikes
ID: 1616^4
This ability gives you the chance to perform up to two additional attacks with your primary hand. Additional ranks increase the chance you'll perform these additional attacks.
ID: 1616^6
Drains the life from your target, healing you for #3 hit points every six seconds for %z.
ID: 1617^6
Burns the blood of your target, causing between #1 and @1 every six seconds for %z.
ID: 1618^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 1619^6
Summons a devouring darkness that binds your target's feet, decreasing their movement rate, and doing #1 damage every six seconds for %z.
ID: 1620^6
Causes your target's body to splurt, doing progressively more damage the longer it lasts.
ID: 1621^6
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 1622^6
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 1623^6
Summons forth a servant of fear to do your bidding. Consumes bone chips when cast.
ID: 1624^1
Knight's Expertise
ID: 1624^4
Each rank in this ability grants you an increased chance of performing a double attack in any given combat round.
ID: 1624^6
Commands an undead creature to do your bidding, temporarily bending them to your will.
ID: 1625^6
Covers your body in the skin of the shadow, granting invisibility and improved night vision.
ID: 1626^6
Teleports you through the shadow realm temporarily, reappearing in reality at the safe point of the zone.
ID: 1627^1
Selo's Enduring Cadence
ID: 1627^4
Years of practice allows the bard to innately increase their base movement run. This increase does not stack with movement rate spell effects.
ID: 1627^6
Teleports you to a relatively safe location in the current zone.
ID: 1628^6
Opens an arcane portal that teleports your entire group to a relatively safe location in the current zone.
ID: 1629^6
Commands an undead creature to do your bidding, temporarily bending them to your will.
ID: 1630^6
Inflicts severe damage upon a targeted plant, causing between #1 and @1 damage.
ID: 1631^6
Surrounds your target's feet in arcane shackles, slowing their movement speed.
ID: 1632^6
Focuses your vision, allowing you to see otherwise invisible creatures, and allowing greatly improved night vision.
ID: 1633^6
Causes the earth to adhere to your target's body, preventing them from moving for up to %z.
ID: 1634^6
Strikes your target with energy, stunning them briefly and causing #2 damage.
ID: 1635^6
Strikes your target with energy, stunning them briefly and causing #2 damage.
ID: 1636^6
Causes a sudden reversal in the gravity around your target, doing between #1 and @1 initial damage and causing them to fly high into the air.
ID: 1637^6
Consumes your target in a sudden torrent of fire, causing between #1 and @1 damage.
ID: 1638^1
Mana Burn
ID: 1638^2
Mana
ID: 1638^3
Burn
ID: 1638^4
This ability allows you to channel up to 3000 mana into a raw, unfocused blast of pure magical energy aimed at your target.
ID: 1638^6
Searing flames consume your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 1639^1
Mana Blast
ID: 1639^2
Mana
ID: 1639^3
Blast
ID: 1639^4
This ability allows you to channel up to 6000 mana into a raw, unfocused blast of pure magical energy aimed at your target.
ID: 1639^6
Consumes your target in a sudden torrent of lightning, causing between #1 and @1 damage.
ID: 1640^1
Mana Blaze
ID: 1640^2
Mana
ID: 1640^3
Blaze
ID: 1640^4
This ability allows you to channel up to 9000 mana into a raw, unfocused blast of pure magical energy aimed at your target.
ID: 1640^6
Bolts of lightning consume your target, causing @1 damage. This damage is much more difficult to resist than most spells.
ID: 1641^1
Thief's Intuition
ID: 1641^4
This ability grants you an innate chance to detect traps. Any time you are near a trap, you will have a chance to detect it. This chance is considerably lower than if you were actively searching for it.
ID: 1641^6
Consumes your target in a sudden torrent of ice, causing between #1 and @1 damage.
ID: 1642^1
Thief's Intuition
ID: 1642^4
This ability grants you an innate chance to detect traps. Any time you are near a trap, you will have a chance to detect it. This chance is considerably lower than if you were actively searching for it.
ID: 1642^6
Shards of piercing ice consume your target, causing @1 damage. This damage is much more difficult to resist than most spells.
ID: 1643^1
Holy Warhorse
ID: 1643^2
Holy
ID: 1643^3
Warhorse
ID: 1643^4
This ability provides you with the power to call the ultimate holy steed to your side.
ID: 1643^6
Consumes your target in a sudden torrent of magic, causing between #1 and @1 damage.
ID: 1644^1
Unholy Warhorse
ID: 1644^2
Unholy
ID: 1644^3
Warhorse
ID: 1644^4
This ability provides you with the power to call the ultimate unholy steed to your side.
ID: 1644^6
Creates a pillar of flame, causing between #1 and @1 damage to several creatures in the vicinity of your target.
ID: 1645^1
Valiant Steed
ID: 1645^2
Valiant
ID: 1645^3
Steed
ID: 1645^4
This ability provides you with the power to call a valiant unicorn to your side.
ID: 1645^6
Creates a pillar of lightning, causing between #1 and @1 damage to several creatures in the vicinity of your target.
ID: 1646^1
Abyssal Steed
ID: 1646^2
Abyssal
ID: 1646^3
Steed
ID: 1646^4
This ability provides you with the power to call a savage nightmare to your side.
ID: 1646^6
Creates a pillar of frost, causing between #1 and @1 damage to several creatures in the vicinity of your target.
ID: 1647^1
Harmonic Dissonance
ID: 1647^2
Harmonic
ID: 1647^3
Dissonance
ID: 1647^4
Your knowledge of the innate frequency of the Theater of Blood allows you to transport yourself directly to that altered plane.
ID: 1647^6
Tears of searing ice fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 1648^6
Tears of searing flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 1649^6
Tears of searing magic fall in three waves, causing #1 damage to all creatures in the vicinity of your target.
ID: 1650^6
Creates an inferno that causes #1 damage to all creatures in the vicinity of your target.
ID: 1651^6
Creates a freezing wind that causes between #1 and @1 damage to several creatures in the vicinity of your target.
ID: 1652^6
Creates a maelstrom of energy that causes between #1 and @1 damage to several creatures in the vicinity of your target.
ID: 1653^6
Creates a circle of static energy around you, causing between #1 and @1 damage to all nearby creatures.
ID: 1654^6
Creates a circle of ice shards around you, causing between #1 and @1 damage to all nearby creatures.
ID: 1655^6
Creates a circle of intense heat around you, causing between #1 and @1 damage to all nearby creatures.
ID: 1656^6
Calls down a bolt of thunderous energy, causing #2 damage, and briefly stunning several creatures in the vicinity of your target.
ID: 1657^6
Creates a wind of ice around you, causing between #1 and @1 damage to all nearby creatures.
ID: 1658^6
Consumes your target in the burning flames of the sun, causing #1 damage.
ID: 1659^6
Creates a circle of fire around you, causing between #1 and @1 damage to all nearby creatures.
ID: 1660^6
Burns your target's skin with a charring flame, causing between #1 and @1 damage.
ID: 1661^6
Burns your target's skin with the scars of Sigil, causing between #1 and @1 damage.
ID: 1662^1
Innate Corruption Protection
ID: 1662^4
This ability raises your base resistance to corruption-based spells by 2 point per rank. You may train in this ability twice each level, beginning at level 65.
ID: 1662^6
Conjures a blistering wind that assaults several creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 1663^6
Conjures a shock of steel that assaults your target, causing between #1 and @1 damage.
ID: 1664^6
Burns your target's skin with the seeking flame of Seukor, causing between #1 and @1 damage.
ID: 1665^6
Creates a storm of mana around you, causing #1 damage to several creatures near your target, and draining their mana.
ID: 1666^6
Covers you in phantom armor, increasing your hit point regeneration and armor class. Consumes four cat's eye agates when cast.
ID: 1667^1
Divine Steed
ID: 1667^2
Divine
ID: 1667^3
Steed
ID: 1667^4
This ability provides you with the power to call a levitating unicorn to your side. Requires Valiant Steed.
ID: 1667^6
Surrounds your target in a cadeau of flame, damaging any creature that attacks them.
ID: 1668^6
Surrounds your group in a shield of immolation, damaging any creature that attacks them.
ID: 1669^6
Surrounds your group in the aegis of Ro, damaging any creature that attacks them.
ID: 1670^6
Fills your elemental pet with speed, increasing their movement rate.
ID: 1671^6
Summons an earth elemental to aid you in battle.
ID: 1672^6
Summons a water elemental to aid you in battle.
ID: 1673^6
Summons a fire elemental to aid you in battle.
ID: 1674^6
Summons an air elemental to aid you in battle.
ID: 1675^6
Summons an earth elemental to aid you in battle.
ID: 1676^6
Summons a water elemental to aid you in battle.
ID: 1677^6
Summons a fire elemental to aid you in battle.
ID: 1678^6
Summons an air elemental to aid you in battle.
ID: 1679^6
Summons the deafening decoy of Dyzil to aid you in battle.
ID: 1680^6
Focuses mana into the form of a meal pack filled with food and drink.
ID: 1681^6
Focuses mana into the form of a bundle of party favors.
ID: 1682^6
Focuses mana into the form of the quiver of Marr filled with magical arrows.
ID: 1683^6
Focuses mana into the form of a bandoleer of daggers.
ID: 1684^6
Focuses mana into the form of a pouch of Quellious, filled with magical shurikens.
ID: 1685^6
Focuses mana into the form of the muzzle of Mardu, an item that increases your pet's attack speed.
ID: 1686^6
Tears the energy from your target's mind, draining their mana and adding it to yours.
ID: 1687^6
Cloaks you in an amiable aura, causing creatures of your target's faction to view you more favorably.
ID: 1688^6
Expands your target's mind, increasing their intelligence and wisdom.
ID: 1689^6
Covers your target in a shimmer of runes that absorb damage. Consumes a peridot when cast.
ID: 1690^6
Causes enemies in the vicinity of your target to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 1691^6
Causes your opponent to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 1692^6
Causes your opponent to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1. This spell is irresistible.
ID: 1693^6
Calms your target's thoughts, allowing them to regenerate mana more quickly.
ID: 1694^6
Calms your group's thoughts, allowing them to regenerate mana more quickly.
ID: 1695^6
Calms your group's thoughts, allowing them to regenerate mana more quickly.
ID: 1696^6
Creates a wave of intense color around you that assaults your opponent's senses, briefly stunning all nearby creatures, as well as draining their mana.
ID: 1697^6
Tears the magic from your target, causing their enchantments to fade.
ID: 1698^6
Strikes your target with a chaotic burst of mental energy, causing between #1 and @1 damage.
ID: 1699^6
Causes your enemies' ears to echo with the barking of Tashan, lowering the magic resistance of all creatures in the vicinity of your target.
ID: 1700^6
Consumes your target in mental torment, causing #4 damage every six seconds for %z. This spell also lowers their intelligence and wisdom, and drains their mana.
ID: 1700^37
Mystic Destruction
ID: 1700^38
This passive ability increases the damage inflicted by your mercenary's offensive spells. Each rank increases the damage slightly.
ID: 1701^6
Cloaks you in a radiant visage, increasing your charisma.
ID: 1702^6
Causes your target's ears to echo with the barking of Tashan, lowering their magic resistance.
ID: 1703^6
Constricts your target's throat, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z, as well as lowering their strength and agility.
ID: 1704^6
Causes the ears of all creatures in a small radius around your target to echo with the barking of Tashan, lowering their magic resistance.
ID: 1705^6
Dominates your target's mind, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 1706^6
Charms your target.
ID: 1707^6
Dominates your target's mind, allowing you to control them for a short time. This spell works on creatures up to level @1 . This spell is also irresistible and lasts a specific period of time.
ID: 1708^6
Grants your target quickened movement, increasing their attack speed for %z.
ID: 1709^6
Grants your target quickened movement, increasing their attack speed for %z.
ID: 1710^6
Fills your target with energy, increasing their attack speed, dexterity, and attack rating.
ID: 1711^6
Causes your image to blur, making it harder for your opponents to hit you by increasing your armor class.
ID: 1712^6
Constricts your target's muscles, causing their attack speed to slow for %z.
ID: 1713^6
Hardens your skin and fills your arms with energy, increasing strength and absorbing damage, while also decreasing your agility.
ID: 1714^6
Attacks your target's mind, providing a chance to forget those that have done them harm.
ID: 1715^6
Strikes your target's mind, stunning them briefly and draining their mana.
ID: 1716^6
Surrounds your target in the scent of Terris, causing them to be more susceptible to fire, poison, and disease.
ID: 1717^6
Transfers your own health to your target at a rate of #4 hit points every six seconds for %z.
ID: 1718^6
Restores your target's mana at the expense of your own.
ID: 1719^6
Commands roots to take hold of your target, doing @1 damage, and preventing their movement for %z.
ID: 1720^6
Conjures a magical eye that allows you to scout dangerous areas.
ID: 1721^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 1722^6
Conjures a flaming sword that attacks your target until either it, or the target, is dead.
ID: 1723^6
Animates a pair of swords to attack your enemies. Consumes a tiny dagger when cast.
ID: 1724^6
Completely destroys your target, leaving nothing behind. This spell works on creatures up to level 52. Consumes an opal when cast.
ID: 1725^6
Channels the will of the Rainkeeper to change the weather in the current zone. Consumes an opal when cast.
ID: 1726^6
Cloaks your group in a light aura, rendering them invisible to most undead creatures for up to %z.
ID: 1727^6
Surrounds your group in a shield of spikes that causes damage to anything that strikes them for %z.
ID: 1728^6
Covers your skin in a shimmering shield of mana that absorbs some spell damage. Consumes a jasper when cast.
ID: 1729^6
Fills your target with energy, increasing their attack speed, agility, and stamina regeneration.
ID: 1730^6
Changes your appearance to that of a member of the opposite gender.
ID: 1733^6
Revives a slain ally, restoring #1 percent of their lost experience. It takes some time for the recently revived to fully recover. Consumes an essence emerald when cast.
ID: 1734^6
Fuels your mind with energy taken from an essence emerald. Consumes an essence emerald when cast.
ID: 1735^6
Drains your target of life energy, siphoning between #1 and @1 hit points. Consumes an essence emerald when cast.
ID: 1736^6
Opens a mystical portal that transports your group to the Skyfire Mountains.
ID: 1737^6
Opens a mystical portal that transports your group to the Emerald Jungle.
ID: 1738^6
Opens an arcane portal that teleports your entire group to the Skyfire Mountains.
ID: 1739^6
Opens an arcane portal that teleports your entire group to the Emerald Jungle.
ID: 1740^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 1741^6
Strikes your target's head, sometimes causing partial memory loss.
ID: 1742^6
Causes your body to become like the dead, providing increased poison resistance, enduring breath, and levitation for %z.
ID: 1743^6
Guards your target with a divine favor, absorbing some damage.
ID: 1744^6
Gathers ambient mana from your surroundings, replenishing your mana pool.
ID: 1747^6
A powerful bellow that stuns your enemy and causes #2 damage.
ID: 1748^6
Envenomed notes attack your target's system, causing damage and slowing their attack rate for %z.
ID: 1749^6
A single perfect note that surrounds your group with an aura of invulnerability.
ID: 1750^6
This song allows greatly increased freedom of movement. It provides levitation, increased movement speed, the ability to see invisible creatures, and invisibility for your group.
ID: 1751^6
A binding melody that surrounds your target in magical bonds, slowing their movement and attack speed, as well as lowering their agility.
ID: 1752^6
A marching tune that surrounds your group with an aura of protection that absorbs some damage, as well as increasing armor class and agility.
ID: 1753^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 1754^6
The sounds of the dawn confuse your enemy and make them more likely to attack a different target.
ID: 1755^6
An odd tune that strips mystic enchantments from your target and causes them to teleport to their home point .
ID: 1756^6
The dark sounds of the night cause your enemies to rapidly flee in terror.
ID: 1757^6
A energetic verse that heightens the attack speed of your group.
ID: 1758^6
A compelling song that surrounds all nearby creatures in magical bonds, slowing their attack speed and movement rate.
ID: 1759^6
A light cantata that regenerates the health, mana, and stamina of your group.
ID: 1760^6
This song gives your group a heightened awareness, increasing their attack speed, strength, and surrounding them in an aura that causes damage to anything that strikes them.
ID: 1761^6
This song attacks the mind of your opponent, lowering their intelligence and wisdom, as well as draining some of their mana.
ID: 1762^6
An ancient war song that increases your attack speed, strength, and attack rating.
ID: 1763^6
Surrounds your group in a protective aura, granting them increased armor class.
ID: 1764^6
A screeching dissonance that causes pain to all nearby creatures and makes them more susceptible to magic.
ID: 1765^6
Increases the charisma rating of your entire group.
ID: 1766^6
You find it very hard to concentrate when wielding this weapon.
ID: 1767^6
Ensnares all those near your target in a tangle of dark vines that decreases their movement rate.
ID: 1768^6
Consumes a willing target's soul and binds it within an essence emerald. Players killed in this manner cannot be resurrected. Consumes an emerald when cast.
ID: 1769^6
Shards of piercing ice consume your target, causing @1 damage. This damage is much more difficult to resist than most spells.
ID: 1770^6
Summons an elemental that attacks your target relentlessly until either your target or the elemental dies.
ID: 1771^6
Conjures a mystical portal that summons one of your allies to your side. The target must be in your group to be summoned. Consumes a pearl when cast.
ID: 1772^6
Strips magical protection from your target, lowering their magic, fire, cold and poison resistances.
ID: 1773^6
Summons your target's corpse to you. This spell works on characters up to level #1. Consumes a tiny jade inlaid coffin when cast.
ID: 1774^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 1775^6
Removes magical effects from you.
ID: 1776^6
Infuses your target with the spirit of the wolf, increasing their movement speed for %z.
ID: 1777^6
ID: 1778^6
ID: 1779^6
ID: 1780^6
ID: 1781^6
ID: 1782^6
ID: 1783^6
Tears the life from your target, siphoning #1 health.
ID: 1784^6
Strikes your target with velium shards, causing @1 damage.
ID: 1785^6
Consumes your target in a song of flame, causing #1 damage.
ID: 1786^6
Enflames your target's wounds, causing #2 damage initially, and #3 damage every 6 seconds for up to %z.
ID: 1787^6
Draws a mug of potent brew from the keg.
ID: 1788^6
Fills your eyes with magical energy, granting greatly enhanced night vision and the ability to see otherwise invisible creatures.
ID: 1790^6
Draws the blood from your target, siphoning #5 health.
ID: 1791^6
Draws the life energy from your target, siphoning #1 health.
ID: 1792^6
Removes magical effects from your target.
ID: 1793^6
Consumes your target in ice, causing #2 damage and a brief stun. The stun works on creatures up to level 55.
ID: 1794^6
Tears your target's skin with razor-sharp shards.
ID: 1795^6
Surrounds your body with the shield of winter, increase your cold resistance and causing damage to anyone who attacks you.
ID: 1797^6
Enchants a bar of velium with magical energy. Consumes a bar of velium when cast.
ID: 1798^6
Focuses the power of Rodcet Nife into an opal. Consumes an opal when cast.
ID: 1799^6
Focuses the power of Quellious into a topaz. Consumes a topaz when cast.
ID: 1800^6
Focuses the power of Karana into a plains pebble. Consumes a plains pebble when cast.
ID: 1801^6
Injects your target with froglok poison, causing #2 damage initially, and #3 damage every 6 seconds for up to %z.
ID: 1802^6
Engulfs your target in a maelstrom, causing between #1 and @1 damage and briefly stunning them. The stun portion of this effect works on creatures up to level 55.
ID: 1803^6
Engulfs your target in a piercing howl, causing #2 damage and a brief stun. The stun works on creatures up to level 55.
ID: 1804^6
Rends your weapon in twain, Heart and Soul.
ID: 1805^6
A symphonic harmony drifts across your target's body, causing forgetfulness about some of your aggressions.
ID: 1806^6
Increases your hit-point regeneration rate while lowering movement rate.
ID: 1807^6
Strikes your target with a stunning blow, causing between #2 and @2 damage.
ID: 1808^6
Befuddles your target with a soothing melody, causing them to fall unconscious and suffer from amnesia.
ID: 1809^6
Pummels your target with a hundred blows, causing #2 damage and a brief stun. The stun works on creatures up to level 55.
ID: 1810^6
Summons a happy halfling to protect you.
ID: 1811^6
Creates a bond between your soul and that of your target, siphoning progressively more health the longer the bond goes on.
ID: 1812^6
Grips your target in the wrath of nature, causing @1 damage every 6 seconds for up to %z.
ID: 1813^6
Causes your target to fall into an entranced sleep.
ID: 1814^6
Infects your target with a Sebilite pox, causing #3 damage initially and progressively more damage every 6 seconds for up to %z.
ID: 1815^6
Burns your target with the flames of Ro, causing #2 damage.
ID: 1816^6
Creates a bond between your soul and that of your target, siphoning progressively more health the longer the bond goes on.
ID: 1817^6
Confuses your target's mind with alluring whispers, allowing you brief control. This spell works on creatures up to level 49.
ID: 1818^6
Summons a lava diamond through a primal portal. Lava diamonds have the ability to surround the wielder in an aura of fire that will harm anyone who attacks them.
ID: 1819^6
Strengthens your target's essence, increasing their strength, agility, stamina, and dexterity for %z.
ID: 1820^6
Strikes your target with the power of divine wrath. Causing #2 damage and briefly stunning them. The stun portion of this effect works on creatures up to level 55.
ID: 1821^6
Strikes your target with a bolt of lightning, causing #1 damage.
ID: 1822^6
Confuses your target with persuading words, allowing you to briefly control them. This spell works on creatures up to level 35.
ID: 1823^6
Transforms the item into a new form.
ID: 1824^6
Transforms the item into a new form.
ID: 1825^6
Fills your body with life, healing between #1 and @1 damage.
ID: 1826^6
Teleports you to the Lesser Faydark.
ID: 1827^6
Strikes your target with frozen shards, causing #1 damage.
ID: 1828^6
Strikes your target with burning acid, causing @2 damage initially and @1 every 6 seconds for up to %z.
ID: 1829^6
Fills your body with the strength of the Kunzar, increasing your strength for up to %z.
ID: 1830^6
Consumes the energy of your body to fuel your mind.
ID: 1831^6
Shrinks your target, allowing them greater mobility in tight quarters.
ID: 1832^6
Disrupts the nerves in your target's eyes, causing blindness and lowering attack for up to %z.
ID: 1833^6
Paralyzes your target's muscles, slowing movement rate and attack speed.
ID: 1834^6
A potent venom specifically adapted to harm animals. Causing between #2 and @2 damage every 6 seconds for up to %z.
ID: 1835^6
A potent venom specifically adapted to harm summoned creatures. Causing between #2 and @2 damage every 6 seconds for up to %z.
ID: 1836^6
A dark bile that causes madness in your target, increasing strength and armor class while causing between #3 and @3 damage initially and between #4 and @4 damage every 6 seconds for up to %z.
ID: 1837^6
Catalyses atrophy in your target's muscles, lowering dexterity and causing #2 damage initially and #3 damage every 6 seconds for up to %z.
ID: 1838^6
Speeds your target's metabolism, causing faster attacks while lowering strength and armor class for up to %z.
ID: 1839^6
Disrupts the nerves in your target's eyes, causing blindness and lowering attack for up to %z.
ID: 1840^6
Disrupts the nerves in your target's eyes, causing blindness and lowering attack for up to %z.
ID: 1841^6
Paralyzes your target's muscles, slowing movement rate and attack speed.
ID: 1842^6
Paralyzes your target's muscles, slowing movement rate and attack speed.
ID: 1843^6
A potent venom specifically adapted to harm animals, causing between #2 and @2 damage every 6 seconds for up to %z.
ID: 1844^6
A potent venom specifically adapted to harm animals, causing between #2 and @2 damage every 6 seconds for up to %z.
ID: 1845^6
A potent venom specifically adapted to harm summoned creatures, causing between #2 and @2 damage every 6 seconds for up to %z.
ID: 1846^6
A potent venom specifically adapted to harm summoned creatures, causing between #2 and @2 damage every 6 seconds for up to %z.
ID: 1847^6
Catalyses atrophy in your target's muscles, lowering dexterity and causing #2 damage initially and #3 damage every 6 seconds for up to %z.
ID: 1848^6
Catalyses atrophy in your target's muscles, lowering dexterity and causing #2 damage initially and #3 damage every 6 seconds for up to %z.
ID: 1849^6
Speeds your target's metabolism, causing faster attacks while lowering strength and armor class for up to %z.
ID: 1850^6
Speeds your target's metabolism, causing faster attacks while lowering strength and armor class for up to %z.
ID: 1851^6
Catalyses atrophy in your target's muscles, lowering strength.
ID: 1852^6
Catalyses atrophy in your target's muscles, lowering strength.
ID: 1853^6
Shocks your target's body, causing between #1 and @1 damage.
ID: 1854^6
Shocks your target's body, causing between #1 and @1 damage.
ID: 1855^6
Shocks your target's body, causing between #1 and @1 damage.
ID: 1856^6
Paralyzes your target's muscles, slowing movement rate.
ID: 1857^6
Paralyzes your target's muscles, slowing movement rate.
ID: 1858^6
A dark bile that causes madness in your target, increasing strength and armor class while causing between #3 and @3 damage initially and between #4 and @4 damage every 6 seconds for up to %z.
ID: 1859^6
A dark bile that causes madness in your target, increasing strength and armor class while causing between #3 and @3 damage initially and between #4 and @4 damage every 6 seconds for up to %z.
ID: 1860^6
A dark poison that shocks your target's body, causing between #1 and @1 damage and a brief stun.
ID: 1861^6
A dark poison that shocks your target's body, causing between #1 and @1 damage and a brief stun.
ID: 1862^6
A dark poison that shocks your target's body, causing between #1 and @1 damage and a brief stun.
ID: 1863^6
Venom that strikes at your target's mind, draining mental energy.
ID: 1864^6
Venom that strikes at your target's mind, draining mental energy.
ID: 1865^6
Poisons your target, causing between #2 and @2 damage initially and between #3 and @3 damage every 6 seconds for up to %z.
ID: 1866^6
Poisons your target, causing between #2 and @2 damage initially and between #3 and @3 damage every 6 seconds for up to %z.
ID: 1867^6
Poisons your target, causing between #2 and @2 damage initially and between #3 and @3 damage every 6 seconds for up to %z.
ID: 1868^6
Hinders your target's sense of balance, causing the loss of agility and armor class.
ID: 1869^6
Hinders your target's sense of balance, causing the loss of agility and armor class.
ID: 1870^6
Liquidized silver that inflicts severe pain in undead creatures, causing between #2 and @2 damage every 6 seconds for up to %z.
ID: 1871^6
Liquidized silver that inflicts severe pain in undead creatures, causing between #2 and @2 damage.
ID: 1872^6
Disrupts your target's magical aura, lowering magic, fire, cold, and disease resistances for up to %z.
ID: 1873^6
Disrupts your target's magical aura, lowering magic, fire, cold, and disease resistances for up to %z.
ID: 1874^6
Shrinks your target, allowing them greater mobility in tight quarters.
ID: 1875^6
Paralyzes your target's muscles, slowing movement rate.
ID: 1876^6
Venom that strikes at your target's mind, draining mental energy.
ID: 1877^6
Disrupts your target's magical aura, lowering magic, fire, cold, and disease resistances for up to %z.
ID: 1878^6
Catalyses atrophy in your target's muscles, lowering strength.
ID: 1879^6
A dark bile that causes madness in your target, increasing strength and armor class while causing between #3 and @3 damage initially and between #4 and @4 damage every 6 seconds for up to %z.
ID: 1880^6
Speeds your target's metabolism, causing faster attacks while lowering strength and armor class for up to %z.
ID: 1881^6
A dark poison that shocks your target's body, causing between #1 and @1 damage and a brief stun.
ID: 1882^6
Hinders your target's sense of balance, causing the loss of agility and armor class.
ID: 1883^6
Poisons your target, causing between #2 and @2 damage initially and between #3 and @3 damage every 6 seconds for up to %z.
ID: 1884^6
Focuses the power of The Tribunal into a piece of Ivory. Consumes an ivory when cast.
ID: 1885^6
Focuses the power of Cazic-Thule into amber. Consumes an amber when cast.
ID: 1886^6
Focuses the power of Innoruuk into a sapphire. Consumes a sapphire when cast.
ID: 1887^6
Focuses the power of Brell Serilis into a ruby. Consumes a ruby when cast.
ID: 1888^6
Focuses the power of Tunare into an emerald. Consumes an emerald when cast.
ID: 1889^6
Enchants a large brick of Mithril with magical energy. Consumes a large brick of Mithril when cast.
ID: 1890^6
Enchants a large brick of Adamantite with magical energy. Consumes a large brick of Adamantite when cast.
ID: 1891^6
Focuses the power of Rallos Zek into a piece of jade. Consumes a jade when cast.
ID: 1892^6
Enchants a large brick of Steel with magical energy. Consumes a large brick of high quality ore when cast.
ID: 1893^6
Enchants a large brick of Brellium with magical energy. Consumes a large brick of Brellium when cast.
ID: 1894^6
Focuses the power of Prexus into a black pearl. Consumes a black pearl when cast.
ID: 1895^6
Focuses the power of Mithaniel Marr into a diamond. Consumes a diamond when cast.
ID: 1896^6
Focuses the power of Erollisi Marr into a star rose quartz. Consumes a star rose quartz when cast.
ID: 1897^6
Focuses the power of Bertoxxulous into a black sapphire. Consumes a black sapphire when cast.
ID: 1898^6
Focuses the power of Bristlebane into a peridot. Consumes a peridot when cast.
ID: 1899^6
Focuses the power of Solusek Ro into a fire opal. Consumes a fire opal when cast.
ID: 1900^6
When casting fire-based damage spells on your enemies, you have a chance to inflict up to 2250 additional fire damage.
ID: 1901^6
When casting fire-based damage spells on your enemies, you have a chance to inflict up to 2625 additional fire damage.
ID: 1902^6
When casting fire-based damage spells on your enemies, you have a chance to inflict up to 3000 additional fire damage.
ID: 1903^6
When casting cold-based damage spells on your enemies, you have a chance to inflict up to 2250 additional ice damage.
ID: 1904^6
When casting cold-based damage spells on your enemies, you have a chance to inflict up to 2625 additional ice damage.
ID: 1905^6
When casting cold-based damage spells on your enemies, you have a chance to inflict up to 3000 additional ice damage.
ID: 1906^6
When casting magic-based damage spells on your enemies, you have a chance to inflict up to 2250 additional magic damage.
ID: 1907^6
When casting magic-based damage spells on your enemies, you have a chance to inflict up to 2625 additional magic damage.
ID: 1908^6
When casting magic-based damage spells on your enemies, you have a chance to inflict up to 3000 additional magic damage.
ID: 1909^6
When casting poison-based damage spells on your enemies, you have a chance to inflict up to 2250 additional poison damage.
ID: 1910^6
When casting poison-based damage spells on your enemies, you have a chance to inflict up to 2625 additional poison damage.
ID: 1911^6
When casting poison-based damage spell on your enemiess, you have a chance to inflict up to 3000 additional poison damage.
ID: 1912^6
When casting disease-based damage spells on your enemies, you have a chance to inflict up to 2250 additional disease damage.
ID: 1913^6
When casting disease-based damage spells on your enemies, you have a chance to inflict up to 2625 additional disease damage.
ID: 1914^6
When casting disease-based damage spells on your enemies, you have a chance to inflict up to 3000 additional disease damage.
ID: 1915^6
When casting any damage spells on your enemies, you have a chance to inflict up to 1500 additional magic damage.
ID: 1916^6
When casting any damage spells on your enemies, you have a chance to inflict up to 1875 additional magic damage.
ID: 1917^6
When casting any damage spells on your enemies, you have a chance to inflict up to 2250 additional magic damage.
ID: 1918^6
When casting chromatic-based damage spells on your enemies, you have a chance to inflict up to 2250 additional magic damage.
ID: 1919^6
When casting chromatic-based damage spells on your enemies, you have a chance to inflict up to 2625 additional magic damage.
ID: 1920^6
When casting chromatic-based damage spells on your enemies, you have a chance to inflict up to 3000 additional magic damage.
ID: 1921^6
Increases your movement speed.
ID: 1925^6
Speeds your muscles with magical quickness, increasing your attack rate for up to %z.
ID: 1926^6
Grips your target in the wrath of nature, causing @1 damage every 6 seconds for up to %z.
ID: 1927^6
Consumes your mind and body in a seething fury, increasing your attack rate, armor class, and attack rating.
ID: 1928^6
Surrounds your target in gripping earth, slowing attack rate and causing #3 damage every 6 seconds for up to %z.
ID: 1929^6
Fills your body with a spirit of swiftness, increasing your attack speed and attack rating.
ID: 1930^6
Tears at your target's soul, causing #3 damage every 6 seconds for up to %z.
ID: 1931^6
Raises a barrier of force around your body that increases your mana regeneration and absorbs some damage before dissipating.
ID: 1932^6
Consumes your target in the curse of the spirits, causing progressively more damage the longer the spell holds.
ID: 1933^6
Strikes your target with the rage of Rallos Zek, causing #1 damage and severe anger in your target.
ID: 1934^6
Consumes your mind and body with the rage of Tallon Zek, increasing your dexterity, armor class, and attack rating for up to %z.
ID: 1935^6
Strikes your target with the rage of Vallon Zek, causing #1 damage and severe anger in your target.
ID: 1936^6
Forms the primal elements into a powerful servant.
ID: 1937^6
Fills your party with the dance of the blade, increasing their attack speed, strength, and attack rating for up to %z.
ID: 1938^6
Consumes your target in shadows, slowing movement rate and causing between #1 and @1 damage every 6 seconds for up to %z.
ID: 1939^6
Fills your target with the power of the Shissar, increasing attack speed, agility, stamina, and armor class for up to %z.
ID: 1940^6
Fills your body with celestial power, increasing your attack, attack speed, and armor class for up to %z.
ID: 1944^6
Focuses mana into the form of an orb of elemental mastery.
ID: 1945^6
Freezes your target with ice, lowering armor class and causing between #1 and @1 damage.
ID: 1946^6
Fills your target's body with the aura of nature, covering it in a glowing aura that heals anyone who strikes it.
ID: 1947^6
Freezes your target with a blast of ice, causing #1 damage and lowering armor class.
ID: 1952^6
Strikes your target with the power of thunder, causing #2 damage every 6 seconds for up to %z.
ID: 1954^6
Consumes your target's soul, causing #1 damage.
ID: 1957^6
Strikes your target with holy energy, causing #2 damage and briefly stunning them. This effect works on creatures up to level 55.
ID: 1960^6
Drains your target's energy, lowering attack speed for up to %z.
ID: 1961^6
Your target transforms into a skeleton after its flesh and marrow melts, causing #1 damage.
ID: 1963^6
Infuses you with power, damaging any creature that attacks you.
ID: 1964^6
Grants you a blessing of nature, increasing your attack speed and armor class for up to %z.
ID: 1968^6
Stuns your target, causing #2 damage.
ID: 1969^6
Engulfs your target in flame, causing #2 damage.
ID: 1970^6
Stuns nearby targets, causing #3 damage.
ID: 1971^6
Strikes your target with stones, causing #2 damage and briefly stunning them.
ID: 1972^6
Crushes your target with a wave of water, causing #1 damage every 6 seconds and lowering attack speed for up to %z.
ID: 1973^6
The fury of the sea invigorates you, increasing your armor class, strength, agility, and attack speed.
ID: 1974^6
Fills your target's blood with poison, causing #1 damage initially and #2 damage every 6 seconds for up to %z.
ID: 1975^6
Causes thorns to grow from your body, damaging any creature that attacks you.
ID: 1976^6
Grants your group a blessing, increasing hit points by #1.
ID: 1977^6
Causes holy light to wash over your target, causing #1 damage to undead creatures every 6 seconds for up to %z.
ID: 1978^6
Chokes your target with mist, lowering attack speed and causing #4 damage every 6 seconds for up to %z.
ID: 1979^6
Vines of kelp entwine about your target, decreasing movement for up to %z.
ID: 1980^6
Causes a fellspine to dig into your target's flesh, decreasing their hit points by #3 and lowering hate for up to %z.
ID: 1981^6
Focuses mana into a throwing hammer.
ID: 1983^6
Silently unsheathes a magical dagger formed from pure mana.
ID: 1984^6
You open the red box and pull out a Wily Warlock doll.
ID: 1985^6
You open the blue box and pull out a Sly Summoner doll.
ID: 1986^6
You open the green box and pull out a Maleficent Necromancer doll.
ID: 1987^6
You open the black box and pull out a Twisted Druid doll.
ID: 1988^6
You open the purple box and pull out a Mischievous Dazzler doll.
ID: 1989^6
You open the white box and pull out a Crazy Cleric doll.
ID: 1990^6
You open the silver box and pull out a Shamanistic Shenanigan doll.
ID: 1993^6
You open the gray box and pull out a Mad Monkey doll.
ID: 1998^6
Cloaks you in a mystic veil, rendering you invisible to many creatures for up to %z.
ID: 1999^6
Causes the cogs in your armor to spin faster and faster, increasing your attack speed for up to %z.
ID: 2000^6
Causes steam to build pressure in your armor, increasing your strength by #4 for %z.
ID: 2000^30
Become an All Access Member.
ID: 2000^31
Upgrade to
ID: 2000^33
All Access
ID: 2001^6
Causes your goggles to emit a powerful light, allowing you to see otherwise invisible creatures for up to %z.
ID: 2001^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the War Epic 2.0: Kreljnok's Sword of Eternal Power)
ID: 2001^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Warrior Epic 2.0 - Kreljnok's Sword of Eternal Power)
ID: 2002^6
Injects hot grease into your armor, granting increased movement for up to %z.
ID: 2002^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the Clr Epic 2.0: Aegis of Superior Divinity)
ID: 2002^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Cleric Epic 2.0 - Aegis of Superior Divinity)
ID: 2003^6
Focuses mana into a nimbleness that seeps into your armor, granting increased dexterity for up to %z.
ID: 2003^31
Upgrade to
ID: 2003^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the Pal Epic 2.0: Nightbane, Sword of the Valiant)
ID: 2003^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Paladin Epic 2.0 - Nightbane, Sword of the Valiant)
ID: 2004^6
Focuses mana into a wrench.
ID: 2004^31
Upgrade to
ID: 2004^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the Rng Epic 2.0: Aurora, the Heartwood Blade)
ID: 2004^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Ranger Epic 2.0 - Aurora, the Heartwood Blade)
ID: 2005^6
Causes your target to feel the wrath of nature, stunning and lowering hit points by #2 every 6 seconds for up to %z.
ID: 2005^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the Shd Epic 2.0: Innoruuk's Dark Blessing)
ID: 2005^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Shadowknight Epic 2.0 - Innoruuk's Dark Blessing)
ID: 2006^6
Stirkes your target with a static pulse, causing @2 damage and briefly stunning them. The stun portion of this effect works on creatures up to level 55.
ID: 2006^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the Dru Epic 2.0: Staff of Everliving Brambles)
ID: 2006^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Druid Epic 2.0 - Staff of Everliving Brambles)
ID: 2007^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the Mnk Epic 2.0 Transcended Fistwraps of Immortality)
ID: 2007^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Monk Epic 2.0 - Transcended Fistwraps of Immortality)
ID: 2008^6
Covers you with regenerating fungal spores, increasing your rate of healing and movement speed for up to %z.
ID: 2008^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the Brd Epic 2.0: Blade of Vesagran)
ID: 2008^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Bard Epic 2.0 - Blade of Vesagran)
ID: 2009^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the Rog Epic 2.0: Nightshade, Blade of Entropy)
ID: 2009^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Rogue Epic 2.0 - Nightshade, Blade of Entropy)
ID: 2010^6
Calms your thoughts, allowing you to regenerate mana more quickly.
ID: 2010^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the Shm Epic 2.0: Blessed Spiritstaff of the Heyokah)
ID: 2010^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Shaman Epic 2.0 - Blessed Spiritstaff of the Heyokah)
ID: 2011^6
Drains your target's life causing #1 damage.
ID: 2011^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the Nec Epic 2.0: Deathwhisper)
ID: 2011^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Necromancer Epic 2.0 - Deathwhisper)
ID: 2012^6
Drains your target's mana by #1.
ID: 2012^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the Wiz Epic 2.0: Staff of Phenomenal Power)
ID: 2012^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Wizard Epic 2.0 - Staff of Phenomenal Power)
ID: 2013^6
Poisons your target, decreasing hit points by #1 every 6 seconds and movement for up to %z.
ID: 2013^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the Mag Epic 2.0: Focus of Primal Elements)
ID: 2013^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Magician Epic 2.0 - Focus of Primal Elements)
ID: 2014^6
Burns the flesh from your target's bones, causing between #1 and @1 damage.
ID: 2014^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the Enc Epic 2.0: Staff of Eternal Eloquence)
ID: 2014^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Enchanter Epic 2.0 - Staff of Eternal Eloquence)
ID: 2015^6
Freezes the flesh from your target's body, causing between #2 and @2 damage.
ID: 2015^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the Bst Epic 2.0: Spiritcaller Totem of the Feral)
ID: 2015^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Beastlord Epic 2.0 - Spiritcaller Totem of the Feral)
ID: 2016^6
Strikes your target with a chaotic burst of mental energy, causing between #1 and @1 damage.
ID: 2016^34
has earned the EverQuest achievement "Epic 2.0" (Obtained the Ber Epic 2.0: Vengeful Taelosian Blood Axe)
ID: 2016^35
has earned the EverQuest achievement "Epic 2.0" (Obtained the Berserker Epic 2.0 - Vengeful Taelosian Blood Axe)
ID: 2017^6
Fills your target with the power of the storm, increasing strength for up to %z.
ID: 2018^6
Grants you the protection of the Di'Zok, damaging any creature that attacks you.
ID: 2019^6
Strikes your target with a thunderbolt, causing between #1 and @1 damage.
ID: 2020^6
Opens a mystical portal that transports your group to Surefall Glade.
ID: 2021^6
Opens a mystical portal that transports you to Surefall Glade.
ID: 2022^6
Opens an arcane portal that teleports your target to Iceclad Ocean.
ID: 2023^6
Opens an arcane portal that teleports your target to the Great Divide.
ID: 2024^6
Opens an arcane portal that teleports your target to the Wakening Lands.
ID: 2025^6
Opens an arcane portal that teleports your target to the Cobalt Scar.
ID: 2026^6
Opens an arcane portal that teleports you to the Great Divide.
ID: 2027^6
Opens an arcane portal that teleports you to the Wakening Lands.
ID: 2028^6
Opens an arcane portal that teleports you to the Cobalt Scar.
ID: 2029^6
Opens a mystical portal that transports you to the Great Divide.
ID: 2030^6
Opens a mystical portal that transports you to the Wakening Lands.
ID: 2031^6
Opens a mystical portal that transports you to the Cobalt Scar.
ID: 2032^6
Protects you by granting increased hit points, armor class, and resists.
ID: 2033^6
Opens an arcane portal that teleports you to the Temple of Droga.
ID: 2035^6
Causes stinging tentacles to slice and sting your target for #1 damage.
ID: 2037^6
Causes you to shrink, allowing greater mobility in tight quarters.
ID: 2039^6
Cloaks you in a mystic veil, making you invisible to many creatures for up to %z.
ID: 2041^6
Surrounds your target with an aura of protection, warding away disease for up to %z.
ID: 2043^6
Assaults your target with sickly fluids, causing between #1 and @1 damage.
ID: 2044^6
Teleports you to the Mines of Nurga.
ID: 2050^6
A soothing melody of nature caresses your group granting increased armor class, strength, agility, and attack speed.
ID: 2065^6
Infuses you with the power of the Vah Shir, granting you increased offense and attack speed for up to %z.
ID: 2066^6
Grants you the protection of the Vah Shirt, giving increased armor class, magic resistance, and increasing maximum hit points for up to %z.
ID: 2067^6
Bestows you with the divine blessing of the Vah Shir, granting you increased attack speed and damaging any creature that attacks you for up to %z.
ID: 2068^6
Blasts your target with frost, causing between #1 and @1 damage.
ID: 2070^6
Burns your target's skin with fire, causing between #1 and @1 damage.
ID: 2071^6
Grants you added protection, increasing armor class and maximum hit points for up to %z.
ID: 2072^6
Focuses your spirit, granting you increased magic resistance, maximum hit points, ultravision, and see invisible for up to %z.
ID: 2077^6
Focuses mana into a peridot.
ID: 2078^6
Focuses mana into Shissar fangs.
ID: 2097^6
Strikes your target with fear, causing a stun for up to %z.
ID: 2109^6
Places mystic armor of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 2110^6
Hardens the skin of your target, increasing their hit points and armor class for %z.
ID: 2111^6
Creates a ball of fire that burns your target, doing between #1 and @1 damage.
ID: 2112^6
Infuses your target with the power of an avatar, increasing their strength, dexterity, agility, and attack rating for %z.
ID: 2113^6
Fills your target's blood with poison, causing #2 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 2114^6
Grips your body in an unholy darkness, slowly draining your hit points while regenerating your mana.
ID: 2115^6
Strikes your target with a jet of poison, causing between #1 and @1 damage.
ID: 2116^6
Creates a fierce spear of ice to strike your target, causing between #1 and @1 damage.
ID: 2117^6
Attacks the mind of your target, causing them to forget some of the damage you have done to them.
ID: 2118^6
Burns your target's skin with the shock of the sun, causing between #1 and @1 damage.
ID: 2119^6
Infuses your elemental companion with energy, increasing their attack speed, armor class, and strength.
ID: 2120^6
Causes your opponent to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1. This spell is irresistible.
ID: 2121^6
Strikes your target with a chaotic burst of mental energy, causing between #1 and @1 damage.
ID: 2122^6
Cloaks your group in an aura of protection, granting them increased hit points and armor class for %z.
ID: 2125^6
Surrounds your group in a shield of spikes that causes damage to anything that strikes them for %z.
ID: 2126^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 2139^6
Allows your metabolism to function without oxygen, allowing you to survive without air for %z.
ID: 2158^6
Infuses your target with an insatiable desire for carnage, increasing attack, agility, strength, and dexterity for up to %z.
ID: 2168^6
Revives a slain ally. It takes some time for the recently revived to fully recover.
ID: 2169^6
Revives a slain ally, restoring #1 percent of their lost experience. It takes some time for the recently revived to fully recover.
ID: 2170^6
Revives a slain ally, restoring #1 percent of their lost experience. It takes some time for the recently revived to fully recover.
ID: 2171^6
Revives a slain ally, restoring #1 percent of their lost experience. It takes some time for the recently revived to fully recover.
ID: 2172^6
Revives a slain ally, restoring #1 percent of their lost experience. It takes some time for the recently revived to fully recover.
ID: 2173^6
Strikes your opponent with divine power, causing #1 damage.
ID: 2174^6
Summons a Grandmaster's satchel, which renders any item placed inside weightless.
ID: 2175^6
Fills your target's body with celestial health, healing between #1 and @1 hit points every 6 seconds for %z.
ID: 2176^6
Envelops your target in an aura of spiritual light, increasing their mana and hit point regeneration.
ID: 2177^6
Envelops your target in an aura of spiritual light, increasing their mana and hit point regeneration.
ID: 2178^6
Fills your target with spiritual brawn, increasing their hit points and attack rating for %z.
ID: 2179^6
Blesses your target with a healing touch, healing up to @1 damage.
ID: 2180^6
Fills your group with ethereal power, healing between #1 and @1 hit points every 6 seconds for %z.
ID: 2181^6
Summons a magical hammer that is particularly adept at smiting undead.
ID: 2182^6
Bathes your target in ethereal light, healing between #1 and @1 hit points.
ID: 2183^6
Opens a mystical portal that transports your group to a relatively safe location in the current zone. The chaotic nature of the portal drains mana from anyone who passes through it.
ID: 2184^6
Teleports your group to a relatively safe place in the current zone, but also drains significant mana from everyone in the group.
ID: 2187^6
Focuses mana into a celestial rift.
ID: 2188^6
Hardens the skin of your target, increasing their hit points, mana regeneration, and armor class for %z.
ID: 2191^6
Empowers your arms with the power of vengeance, increasing attack rating.
ID: 2192^6
Empowers your arms with the power of vengeance, increasing attack rating.
ID: 2193^6
Empowers your arms with the power of vengeance, increasing attack rating.
ID: 2194^6
Empowers your arms with the power of vengeance, increasing attack rating.
ID: 2195^6
Empowers your arms with the power of vengeance, increasing attack rating.
ID: 2196^6
Empowers your arms with the power of vengeance, increasing attack rating.
ID: 2197^6
Surrounds you with a mystical shroud of icicles damaging any creature that attacks you.
ID: 2198^6
Focuses mana into black bread.
ID: 2199^6
Focuses mana into a globe of water.
ID: 2200^6
Grants you the brilliance of Ro, decrease the chance that you will fizzle a spell for up to %z.
ID: 2202^6
Surrounds you with a shield of energy which will absorb up to @1 spell damage before dissapating.
ID: 2203^6
Shrinks your group, allowing them greater mobility in tight quarters.
ID: 2213^6
Summons your target's corpse to you. This spell works on characters up to level #1. Consumes a black ceremonial coffin when cast.
ID: 2214^6
Reduces the number of reagents consumed by spells by providing a chance for the spell not to consume the reagent when cast. This bonus will decay on spells over level #2.
ID: 2215^6
Reduces the number of reagents consumed by spells by providing a chance for the spell not to consume the reagent when cast. This bonus will decay on spells over level #2.
ID: 2216^6
Reduces the number of reagents consumed by spells by providing a chance for the spell not to consume the reagent when cast. This bonus will decay on spells over level #2.
ID: 2217^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2218^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2219^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2220^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2221^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2222^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2223^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2224^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2225^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2226^6
Reduces the mana cost of direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2227^6
Reduces the mana cost of direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2228^6
Reduces the mana cost of direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2229^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2230^6
Focuses mana into the form of a brass choker that sometimes allows you to cast a spell without consuming any reagents. This item works on spells up to level 12.
ID: 2231^6
Focuses mana into the form of a silver choker that sometimes allows you to cast a spell without consuming any reagents. This item works on spells up to level twenty-four.
ID: 2232^6
Focuses mana into the form of a gold choker that sometimes allows you to cast a spell without consuming any reagents. This item works on spells up to level sixty.
ID: 2233^6
Focuses mana into the form of a linen mantle that allows many of your beneficial spells to last a longer period of time. This item works on spells up to level sixteen.
ID: 2234^6
Focuses mana into the form of a leather mantle that allows many of your beneficial spells to last a longer period of time.
ID: 2235^6
Focuses mana into the form of a silken mantle that allows many of your beneficial spells to last a longer period of time. This item works on spells up to level sixty.
ID: 2236^6
Focuses mana into the form of a jade bracelet that increases the damage of many spells. This item works on spells up to level thirty-four.
ID: 2237^6
Focuses mana into the form of an opal bracelet that increases the damage of many spells. This item works on spells up to level 52.
ID: 2238^6
Focuses mana into the form of a ruby bracelet that increases the damage of many spells. This item works on spells up to level sixty.
ID: 2239^6
Focuses mana into the form of a tiny ring that allows you to cast many spells faster. This item works on spells up to level twenty-four.
ID: 2240^6
Focuses mana into the form of a twisted ring allows you to cast many spells faster. This item works on spells up to level fifty.
ID: 2241^6
Focuses mana into the form of a studded ring that allows you to cast many spells faster. This item works on spells up to level sixty.
ID: 2242^6
Focuses mana into the form of a tarnished bauble that sometimes allows you to cast a spell for a reduced mana cost. This item works on spells up to level twenty-four.
ID: 2243^6
Focuses mana into the form of a shiny bauble that sometimes allows you to cast a spell for a reduced mana cost. This item works on spells up to level fifty.
ID: 2244^6
Focuses mana into the form of a brilliant bauble that sometimes allows you to cast a spell for a reduced mana cost. This item works on spells up to level sixty.
ID: 2247^6
Blesses you with the aura of Vah Kerrath, granting you increased mana, hit points, attack, ultravision, and damaging any creature that attacks you for up to %z.
ID: 2248^6
Grants your target a quickness of mind and body, allowing them improved night vision, the ability to see invisible creatures, and greatly increased stamina regeneration.
ID: 2250^6
Ignites your target's clothing on fire, causing @1 damage.
ID: 2250^11
Interactive Object
ID: 2250^12
Interactive Objects
ID: 2251^6
Encases your target in freezing water, causing #1 damage.
ID: 2265^6
Causes you to spin in circles for up to %z.
ID: 2277^6
You bake a pie.
ID: 2278^6
Causes you to simmer with fury, granting increased strength, armor class, dexterity, and lowering stamina loss for up to %z.
ID: 2293^6
Teleports you to Qeynos Catacombs.
ID: 2294^6
Teleports you to North Kaladim.
ID: 2295^6
Teleports you to Rivervale.
ID: 2296^6
Teleports you to Paineel.
ID: 2297^6
Teleports you to East Freeport.
ID: 2298^6
Teleports you to Neriak - Third Gate.
ID: 2299^6
Teleports you to South Qeynos.
ID: 2300^6
Teleports you to West Freeport.
ID: 2301^6
Teleports you to Erudin.
ID: 2302^6
Teleports you to North Qeynos.
ID: 2303^6
Teleports you to Ak'Anon.
ID: 2304^6
Teleports you to Northern Felwithe.
ID: 2305^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2306^6
Surrounds you with healing winds, increasing your attack and hit points by #2 every 6 seconds for up to %z.
ID: 2311^6
Reduces your target's hate toward you for up to %z.
ID: 2312^6
Drains the life from your target, healing you for #3 hit points every six seconds for %z.
ID: 2313^6
Shrouds you in cold darkness, increasing your maximum hit points and resistance to cold and magic for up to %z.
ID: 2316^6
Envelops you in the fury of the tempest, causing any creatures that attack you to take damage for up to %z.
ID: 2317^6
The healing rain of Karana washes over you, increasing your hit points by #1 every 6 seconds and increasing your damage absorption by #2 for up to %z.
ID: 2319^6
Fires a weather rocket into the sky, causing it to stop raining.
ID: 2320^6
Launches a colorful firework into the sky.
ID: 2322^6
Opens to make a collapsible mixing bowl.
ID: 2323^6
Opens to make a collapsible tackle box.
ID: 2324^6
Opens to make a collapsible spit.
ID: 2325^6
Opens to make a collapsible sewing kit.
ID: 2326^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, dexterity, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 2328^6
Increases the hatred generated by spells by up to $1 percent.
ID: 2330^6
Reduces the chance that spell reagents will be consumed by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2331^6
Reduces the chance that spell reagents will be consumed by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2332^6
Reduces the chance that spell reagents will be consumed by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2333^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2334^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2335^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2336^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2337^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2338^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2339^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2340^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2341^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2342^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2343^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2344^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2345^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2346^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2347^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2348^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2349^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2350^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2351^6
Reduces the cast time of summon creature spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2352^6
Reduces the cast time of summon creature spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2353^6
Reduces the cast time of summon creature spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2354^6
Reduces the mana cost of summon creature spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2355^6
Reduces the mana cost of summon creature spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2356^6
Reduces the mana cost of summon creature spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2357^6
Reduces the cast time of long term beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2358^6
Reduces the cast time of long term beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2359^6
Reduces the cast time of long term beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2360^6
Reduces the cast time of long term detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2361^6
Reduces the cast time of long term detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2362^6
Reduces the cast time of long term detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2363^6
Reduces the mana cost of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2364^6
Reduces the mana cost of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2365^6
Reduces the mana cost of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2366^6
Increases the damage of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2367^6
Increases the damage of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2368^6
Increases the damage of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2369^6
Reduces the cast time of summon undead spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2370^6
Reduces the cast time of summon undead spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2371^6
Reduces the cast time of summon undead spells by #1 percent. This bonus will decay on spells over level #2.
ID: 2372^6
Reduces the mana cost of summon undead spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2373^6
Reduces the mana cost of summon undead spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2374^6
Reduces the mana cost of summon undead spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 2395^6
Poisons your blade with the Sting of the Shissar, causing your target to take damage if struck.
ID: 2396^6
Poisons your blade with the Bite of the Shissar, causing your target to take damage if struck.
ID: 2397^6
Poisons your blade with Mental Burn, causing your target to lose mana if struck.
ID: 2398^6
Poisons your blade with Mental Implosion, causing your target to lose mana if struck.
ID: 2399^6
Poisons your blade with Withering Flesh, which burns your target's flesh and causes damage if struck.
ID: 2400^1
Hastened Celestial Regeneration
ID: 2400^4
This passive ability reduces the time required between uses of your Celestial Regeneration ability by 10 percent per rank. Note: This will not affect Focused Celestial Regeneration.
ID: 2400^6
Poisons your blade with Wasted Flesh, which burns your target's flesh and causes damage if struck.
ID: 2401^6
Poisons your blade with Minor Irritation, which burns your target's flesh and causes damage if struck.
ID: 2402^6
Poisons your blade with Oozing Irritation, which burns your target's flesh and causes damage if struck.
ID: 2403^6
Poisons your blade with Zombie Bane, causing your target to take damage if struck.
ID: 2404^6
Poisons your blade with Mayong's Bane, causing your target to take damage if struck.
ID: 2405^6
Poisons your blade with Itching Madness, causing your target's magical resistances to weaken if struck.
ID: 2406^6
Poisons your blade with Scratching Madness, causing your target's magical resistances to weaken if struck.
ID: 2407^6
Poisons your blade with Spine Bruiser, causing your target's movement speed to decrease if struck.
ID: 2408^6
Poisons your blade with Spine Rend, causing your target's movement speed to decrease if struck.
ID: 2409^6
Poisons your blade with Anger of Incapacitation, lowering hate toward you and decreasing their dexterity if struck.
ID: 2410^6
Poisons your blade with Rage of Incapacitation, lowering hate toward you and decreasing their dexterity if struck.
ID: 2411^6
Poisons your blade with Bixie sting, providing your weapons with a chance to briefly stun your opponent and cause minor damage.
ID: 2412^6
Poisons your blade with Scoriae Bite, providing your weapons with a chance to briefly stun your opponent and cause minor damage.
ID: 2413^6
Poisons your blade with Crushed Vein, lowering your target's hate toward you and decreasing their strength if struck.
ID: 2414^6
Poisons your blade with Mangled Tendon, lowering your target's hate toward you and decreasing their strength if struck.
ID: 2415^6
Poisons your blade with Confusing Whisper, lowering your target's hate toward you if struck.
ID: 2416^6
Poisons your blade with Dreams of Drusella, lowering your target's hate toward you if struck.
ID: 2417^6
Opens a mystical portal that transports you to the Grimling Forest.
ID: 2418^6
Opens an arcane portal that teleports you to the Grimling forest.
ID: 2419^6
Opens a mystical portal that transports your group to the Grimling Forest.
ID: 2420^6
Opens an arcane portal that teleports your entire group to the Grimling Forest.
ID: 2421^6
Opens an arcane portal that teleports your target to the Grimling Forest.
ID: 2422^6
Opens a mystical portal that transports you to the Twilight Sea.
ID: 2423^6
Opens an arcane portal that teleports you to the Twilight Sea.
ID: 2424^6
Opens a mystical portal that transports your group to the Twilight.
ID: 2425^6
Opens an arcane portal that teleports your entire group to the Twilight Sea.
ID: 2426^6
Opens an arcane portal that teleports your target to the Twilight Sea.
ID: 2427^6
Opens a mystical portal that transports you to the Dawnshroud Peaks.
ID: 2428^6
Opens an arcane portal that teleports you to the Dawnshroud Peaks.
ID: 2429^6
Opens a mystical portal that transports your group to the Dawnshroud Peaks.
ID: 2430^6
Opens an arcane portal that teleports your entire group to the Dawnshroud Peaks.
ID: 2431^6
Opens an arcane portal that teleports your target to the Dawnshroud Peaks.
ID: 2432^6
Opens a mystical portal that transports your group to the Nexus.
ID: 2433^6
Opens a mystical portal that transports you to the Nexus.
ID: 2434^6
Infuses your target with the power of an avatar, increasing strength, dexterity, agility, and attack rating for %z.
ID: 2435^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 2455^6
Allows you to perform a special bash attack that will inspire intense hatred in most creatures.
ID: 2456^6
Allows you to perform a special bash attack that will inspire intense hatred in most creatures.
ID: 2457^6
Allows you to perform a special bash attack that will inspire intense hatred in most creatures.
ID: 2458^6
Allows you to perform a special bash attack that will inspire intense hatred in most creatures.
ID: 2459^6
Allows you to perform a special bash attack that will inspire intense hatred in most creatures.
ID: 2460^6
Allows you to perform a special bash attack that will inspire intense hatred in most creatures.
ID: 2461^6
Allows you to perform a special bash attack that will inspire intense hatred in most creatures.
ID: 2462^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 2491^6
Ensnares your target, slowing movement rate.
ID: 2492^6
Ensnares your target, slowing movement rate.
ID: 2493^6
Ensnares your target, slowing movement rate.
ID: 2494^6
Stuns your target for a brief time.
ID: 2495^6
Stuns your target for a brief time.
ID: 2496^6
Stuns your target for a brief time.
ID: 2497^6
Damages your target for 20 hit points.
ID: 2498^6
Damages your target for 35 hit points.
ID: 2499^6
Damages your target for 50 hit points.
ID: 2500^6
Damages your target for 65 hit points.
ID: 2501^6
Creates a watchful aura that alerts you when penetrated.
ID: 2501^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the War Epic 2.5: Kreljnok's Shard of the Ancients)
ID: 2501^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Warrior Epic 2.5 - Kreljnok's Shard of the Ancients)
ID: 2502^6
Fills your target's body with celestial light, healing between #1 and @1 hit points every 6 seconds for %z.
ID: 2502^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the Clr Epic 2.5: Divinity Shard of the Ancients)
ID: 2502^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Cleric Epic 2.5 - Divinity Shard of the Ancients)
ID: 2503^6
Bathes your target with holy light, causing between #1 and @1 damage to undead every 6 seconds for %z.
ID: 2503^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the Pal Epic 2.5: Nightbane Shard of the Ancients)
ID: 2503^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Paladin Epic 2.5 - Nightbane Shard of the Ancients)
ID: 2504^6
A forbidden word that causes between #2 and @2 damage to all nearby enemies.
ID: 2504^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the Rng Epic 2.5: Aurora Shard of the Ancients)
ID: 2504^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Ranger Epic 2.5 - Aurora Shard of the Ancients)
ID: 2505^6
Places mystic armor of protection around you, increasing your hit points and armor class for %z.
ID: 2505^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the Shd Epic 2.5: Innoruuk's Shard of the Ancients)
ID: 2505^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Shadowknight Epic 2.5 - Innoruuk's Shard of the Ancients)
ID: 2506^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every 6 seconds for %z.
ID: 2506^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the Dru Epic 2.5: Brambles Shard of the Ancients)
ID: 2506^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Druid Epic 2.5 - Brambles Shard of the Ancients)
ID: 2507^6
Places the mark of retribution on your target, dealing damage each time the target strikes another creature.
ID: 2507^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the Mnk Epic 2.5: Transcended Shard of the Ancients)
ID: 2507^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Monk Epic 2.5 - Transcended Shard of the Ancients)
ID: 2508^6
Calls upon the judgment of the gods to strike your target, causing between #1 and @1 damage.
ID: 2508^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the Brd Epic 2.5: Vesagran Shard of the Ancients)
ID: 2508^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Bard Epic 2.5 - Vesagran Shard of the Ancients)
ID: 2509^6
Places mystic armor of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 2509^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the Rog Epic 2.5: Nightshade Shard of the Ancients)
ID: 2509^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Rogue Epic 2.5 - Nightshade Shard of the Ancients)
ID: 2510^6
Cloaks your group in an aura of protection, granting them increased hit points and armor class for %z.
ID: 2510^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the Shm Epic 2.5: Heyokah Shard of the Ancients)
ID: 2510^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Shaman Epic 2.5 - Heyokah Shard of the Ancients)
ID: 2511^6
Hardens the skin of your group, increasing their hit points and armor class for %z.
ID: 2511^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the Nec Epic 2.5: Deathwhisper Shard of the Ancients)
ID: 2511^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Necromancer Epic 2.5 - Deathwhisper Shard of the Ancients)
ID: 2512^6
Hardens the skin of your group, increasing their hit points and armor class for %z.
ID: 2512^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the Wiz Epic 2.5: Power Shard of the Ancients)
ID: 2512^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Wizard Epic 2.5 - Power Shard of the Ancients)
ID: 2513^6
Hardens the skin of your group, increasing their hit points and armor class for %z.
ID: 2513^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the Mag Epic 2.5: Primal Shard of the Ancients)
ID: 2513^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Magician Epic 2.5 - Primal Shard of the Ancients)
ID: 2514^6
Hardens the skin of your group, increasing their hit points and armor class for %z.
ID: 2514^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the Enc Epic 2.5: Eternal Shard of the Ancients)
ID: 2514^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Enchanter Epic 2.5 - Eternal Shard of the Ancients)
ID: 2515^6
Hardens the skin of your group, increasing their hit points and armor class for %z.
ID: 2515^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the Bst Epic 2.5: Spiritcaller Shard of the Ancients)
ID: 2515^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Beastlord Epic 2.5 - Spiritcaller Shard of the Ancients)
ID: 2516^6
Surrounds your group in a veil of foliage, causing them to become invisible to most creatures.
ID: 2516^34
has earned the EverQuest achievement "Epic 2.5" (Obtained the Ber Epic 2.5: Vengeful Shard of the Ancients)
ID: 2516^35
has earned the EverQuest achievement "Epic 2.5" (Obtained the Berserker Epic 2.5 - Vengeful Shard of the Ancients)
ID: 2517^6
Fills your target with the spirit of the eagle, allowing them increased movement, levitation, and superior vision for %z.
ID: 2518^6
Surrounds your target in dancing flames for %z, causing #3 damage initially as well as lowering their fire resistance and armor class.
ID: 2519^6
Surrounds your group in a circle of seasons, increasing their fire and cold resistance for %z.
ID: 2520^6
Rapidly regenerates your target's wounds, healing #2 damage every six seconds for %z.
ID: 2521^6
Fills your group with the strength of the beast, increasing their strength for %z.
ID: 2522^6
Increases the size of your target, causing them to appear more imposing.
ID: 2523^6
Transforms you into a bear, providing increased regeneration and wisdom.
ID: 2524^6
Fills your group with the spirit of Bih`Li, increasing their run speed and attack rating.
ID: 2525^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 2526^6
Radiates a disinfecting aura around your target, curing them of poison and disease.
ID: 2527^6
Surrounds your target with a plague of insects, slowing their attack rate for %z.
ID: 2528^6
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 2529^6
Protects your group with the talisman of Epuration, shielding them from poison and disease for %z.
ID: 2530^6
Focuses your group's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 2531^6
Focuses mana into the form of an elemental defender.
ID: 2532^6
Focuses mana into the form of a pack of phantom leather armor.
ID: 2533^6
Focuses mana into the form of a pack of phantom chain mail.
ID: 2534^6
Focuses mana into the form of a pack of phantom plate armor.
ID: 2535^6
Focuses mana into the form of an elemental blanket.
ID: 2536^6
Renews the health of your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, and curses.
ID: 2537^6
Covers you in a veil of elements, rendering you invisible to many creatures for %z.
ID: 2538^6
Places a rod of mystical transvergence in the hands of all nearby allies.
ID: 2539^6
Covers you in phantasmal protection, increasing your hit point regeneration, mana regeneration and armor class.
ID: 2540^6
Conjures a shock of fiery blades that assaults your target, causing between #1 and @1 damage.
ID: 2541^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 2542^6
Surrounds an undead target in a shackle of bone, slowing their attack speed.
ID: 2543^6
Places an undead target in the torment of eternity, causing #1 damage every six seconds for %z.
ID: 2544^6
Surrounds an undead target in a shackle of spirits, slowing their attack speed.
ID: 2545^6
Pelts your target's body with spores, causing #1 damage and decreasing their movement rate, strength, and attack rating for %z.
ID: 2546^6
Steals your target's strength and stamina in order to increase your own for %z.
ID: 2547^6
Assaults your target with living shadow, draining their armor class while increasing your group's for %z.
ID: 2548^6
Steals the attack strength of your opponent and transfers a portion of it to your group for %z.
ID: 2549^6
Drains the power from your target's mind and uses it to restore the mental energy of your group.
ID: 2550^6
Drains the life from your target, healing your group for #5 hit points every six seconds for %z.
ID: 2551^6
Surrounds your target in flaming embers that damages any creature that strikes them.
ID: 2552^6
Strikes your target with pure energy, causing between #1 and @1 damage.
ID: 2553^6
Summons an imp familiar that grants you increased resistances, as well as reducing fizzle rates.
ID: 2554^6
Surrounds your target's feet in thick ice, causing between #1 and @1 damage, and preventing them from moving.
ID: 2555^6
Summons an imp familiar that grants you increased resistances, the ability to see invisible creatures, as well as a reduced fizzle rate.
ID: 2556^6
This spell no longer functions. It is safe to remove it from your spellbook.
ID: 2557^6
Summons a drake familiar that grants you increased resistances, as well as increasing mana regeneration, mana pool, and reducing fizzle rate.
ID: 2558^6
Opens an arcane portal that teleports your target to a relatively safe location in the current zone.
ID: 2559^6
Covers your target's skin in a shimmering shield of mana that absorbs some spell damage. Consumes a peridot when cast.
ID: 2560^6
Summons a drake familiar that grants you increased resistances and the ability to perceive normally invisible creatures. This spell will also increase mana regeneration, mana pool, and reduce fizzle rates.
ID: 2561^6
Focuses your target's mental faculties, reducing their fizzle rate.
ID: 2562^6
Focuses your target's mental faculties, reducing their fizzle rate.
ID: 2563^6
Cloaks your target in a haunting visage, drawing more attention to any action they take.
ID: 2564^6
Cloaks your target in a calming visage, diverting attention from any action they take.
ID: 2565^6
Cloaks you in a shimmering illusion that makes you appear to be an Imp. This spell also grants you levitation.
ID: 2566^6
Cloaks your target in the image of an imp, allowing them levitation, increased fire resistance, and a chance to perform an enraging attack.
ID: 2567^6
Cloaks you in a calming visage, diverting attention from any action you take.
ID: 2568^6
Cloaks your target in a haunting visage, drawing more attention to any action they take.
ID: 2569^6
Cloaks your target in a calming visage, diverting attention from any action they take.
ID: 2570^6
Calms your group's thoughts, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 2571^6
Steals hope from your target, decreasing their attack rating for %z.
ID: 2572^6
Consumes your target in a wave of hatred, lowering their attack rating and increasing yours.
ID: 2573^6
Covers your target in a mass of darkness that steals their armor class and gives it to you for %z.
ID: 2574^6
Gives your attacks a vampiric property for %z, allowing a chance to steal life from your target.
ID: 2575^6
Tears strength from your target and infuses your muscles for %z.
ID: 2576^6
Surrounds your hands in an unholy aura for %z. This allows your attacks a chance to tear at your opponents mind, absorbing their mental energy into your mana pool.
ID: 2577^6
Consumes your target in a wave of hatred, lowering their attack rating and increasing the attack rating of your group for %z.
ID: 2578^6
Covers your target in a mass of darkness that steals their armor class and gives it to your group for %z.
ID: 2579^6
Covers your target in a torrent of fatigue for %z, draining their strength, stamina, and endurance and giving it to your group for %z.
ID: 2580^6
Covers your body in a protective cloak of living shadow for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 2581^6
Invokes the will of the gods, stunning your opponent. This spell works on creatures up to level @1.
ID: 2582^6
Invokes the will of the gods, briefly stunning your opponent. This spell works on creatures up to level @1.
ID: 2583^6
Imbues your weapon with the power of Rodcet Nife, granting it a chance to cause great pain to undead creatures.
ID: 2584^6
Fills your target with divine vigor, increasing their hit points for %z.
ID: 2585^6
Fills your muscles with the valor of Marr, increasing your attack speed for %z.
ID: 2586^6
Summons the booming thunder of Karana, causing severe trauma to your target's mind and draining #3 mana.
ID: 2587^6
Invokes the quiet power of Quellious, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1.
ID: 2588^6
Surrounds you with the breath of the All Mother, regenerating your hit points while slowly draining your mana for %z.
ID: 2589^6
Emanates a wave of healing water from the caster, healing @1 hit points for everyone in your group.
ID: 2590^6
Surrounds your group with the barrier of the Underfoot, increasing their hit points for %z.
ID: 2591^6
Entangles your target's feet with magical roots, slowing their movement speed for up to %z.
ID: 2592^6
Focuses your vision, considerably improving your aim with a bow for %z.
ID: 2593^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z.
ID: 2594^6
Focuses your attacks with the precision of nature, increasing your attack rating for %z.
ID: 2595^6
Focuses your target with the force of nature, increasing their attack rating, and causing damage to anything that strikes them for %z.
ID: 2596^6
Focuses your vision, considerably improving your aim with a bow for %z.
ID: 2597^6
Imparts your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 2598^6
Places the mark of the predator upon your group, increasing their attack rating for %z.
ID: 2599^6
Focuses your vision, considerably improving your aim with a bow for %z.
ID: 2600^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z.
ID: 2601^6
A simple tune that adds a magical quality to your group's weapons, allowing them to harm creatures that would otherwise be invulnerable.
ID: 2602^6
An energetic song that fills your group with energy, eliminating their need for food and water.
ID: 2603^6
Focuses the power of your voice, causing all songs that use the singing skill to increase in power.
ID: 2604^6
Katta's song increases the dexterity of your group, and gives your group members a chance to lower the dexterity of their opponent.
ID: 2605^6
The rapid pace of this song fills your feet with speed, increasing the movement rate of your group for %z.
ID: 2606^6
A powerful battle cry that causes your group to attack with enhanced speed. This increase is cumulative with most other effects that increase attack speed.
ID: 2607^6
A mystic tune that offers protection from fire, ice and magic to all nearby allies.
ID: 2608^6
A mystic tune that offers protection from poison, disease, and magic to all nearby allies.
ID: 2609^6
A light chorus that regenerates the health, mana, and stamina of nearby allies.
ID: 2610^6
A powerful war cry that causes your group to attack with enhanced speed. This increase is cumulative with most other effects that increase attack speed.
ID: 2611^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, and curses.
ID: 2612^6
Summons a feral warder to aid you in battle.
ID: 2613^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, and curses.
ID: 2614^6
Summons a feral warder to aid you in battle.
ID: 2615^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, and curses.
ID: 2616^6
Summons a feral warder to aid you in battle.
ID: 2617^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, and curses.
ID: 2618^6
Summons a feral warder to aid you in battle.
ID: 2619^6
Fills your warder with the quickening of Yekan, increasing their attack speed, strength, armor class, and attack rating.
ID: 2620^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, and curses.
ID: 2621^6
Summons a feral warder to aid you in battle.
ID: 2622^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, and curses.
ID: 2623^6
Summons a feral warder to aid you in battle.
ID: 2624^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, and curses.
ID: 2625^6
Fills your warder with the alacrity of Omakin, increasing their attack speed, strength, armor class, and attack rating.
ID: 2626^6
Summons a feral warder to aid you in battle.
ID: 2627^6
Summons a feral warder to aid you in battle.
ID: 2628^6
Fills your warder with the ferocity of Sha, increasing their attack speed, strength, armor class, and attack rating.
ID: 2629^6
Envelops your target in an aura of spiritual purity, increasing their mana and hit point regeneration.
ID: 2630^6
Fills your target with spiritual strength, increasing their hit points and attack rating for %z.
ID: 2631^6
Summons a feral warder to aid you in battle.
ID: 2632^6
Summons a bestial warder to your aid.
ID: 2633^6
Summons a feral warder to aid you in battle.
ID: 2634^6
Causes your target to fall into a lethargic state, slowing their attack speed for %z.
ID: 2635^6
Fills your warder with the spirit of lightning, increasing their dexterity, as well as providing them a chance to perform a lighting attack.
ID: 2636^6
Fills your warder with the spirit of the blizzard, increasing their dexterity, as well as providing them a chance to perform a cold attack.
ID: 2637^6
Fills your warder with the spirit of inferno, increasing their dexterity, as well as providing them a chance to perform a fire attack.
ID: 2638^6
Fills your warder with the spirit of the scorpion, increasing their dexterity, as well as providing them a chance to perform a poison attack.
ID: 2639^6
Fills your warder with the spirit of vermin, increasing their dexterity, as well as providing them a chance to perform a disease attack.
ID: 2640^6
Fills your warder with the spirit of the wind, increasing their dexterity, as well as providing them a chance to perform a stunning wind attack.
ID: 2641^6
Fills your warder with the spirit of the storm, increasing their dexterity, as well as providing them a chance to perform a stunning storm attack.
ID: 2642^6
Causes the spirits to rage within your target, causing #2 damage.
ID: 2643^6
Covers you with regenerating fungal spores, healing you for #1.
ID: 2644^6
Covers you with regenerating fungal spores, increasing your mana by #1.
ID: 2646^6
Causes your target to break out in a fever from disease, taking #3 damage, then #2 damage every 6 seconds for up to %z.
ID: 2647^6
Causes your target to break out in a fever from disease, taking #3 damage, then #2 damage every 6 seconds for up to %z.
ID: 2648^6
Decreases your target's mana by #1 to @1.
ID: 2649^6
Entwines your target in roots, causing #1 damage and holding them in place for up to %z.
ID: 2650^6
Ignites your target's skin, causing between #1 and @1 damage.
ID: 2651^6
Strikes your target with a sudden force, causing between #2 and @2 damage and a stun for 6 seconds.
ID: 2652^6
Strikes your target with a sudden force, causing between #2 and @2 damage and a stun for 6 seconds.
ID: 2653^6
Strikes your target with a sudden force, stunning your target for 4 seconds.
ID: 2654^6
Ignites your target's skin, causing between #1 and @1 damage.
ID: 2655^6
Slices your target's leg, lowering hate toward you and decreasing movement for up to %z.
ID: 2656^6
Strikes your target with wrath, causing between #1 and @1 damage.
ID: 2657^6
Fills your target with terror, causing #1 damage and a brief stun.
ID: 2658^6
Strikes your target with lightning, causing #1 damage.
ID: 2659^6
Increases your hit points by #1 every 6 seconds, as well as increasing your armor class and attack for up to %z,
ID: 2660^6
Causes your target's blood to boil, doing between #1 and @1 damage every 6 seconds for up to %z.
ID: 2662^6
Strikes your target with lightning, causing between #1 and @1 damage.
ID: 2663^6
Strikes your opponent's mental defenses, stunning them and causing between #2 and @2 damage.
ID: 2664^6
Slams your target with frost, doing between #1 and @1 damage.
ID: 2665^6
Slams your target with spirits of winter, doing #1 damage.
ID: 2667^6
Drains your target's life, doing between #1 and @1 damage.
ID: 2668^6
Burns the skin away from your target's body, causing #1 damage and briefly stunning them.
ID: 2669^6
Slams your target with frost, doing between #1 and @1 damage.
ID: 2670^6
Causes your target to take between #1 and @1 damage.
ID: 2671^6
Chokes your target with spores, causing between #2 and @2 damage every 6 seconds for up to %z.
ID: 2672^6
Engulfs your target in flames, lowering fire resistance by #2 to @2 for up to %z.
ID: 2673^6
Envelops your target in united flames, increasing fire resist and causing any creature that attacks them to take damage for up to %z.
ID: 2674^6
Increases your target's hatred.
ID: 2675^6
Increases your target's hatred.
ID: 2676^6
Increases your targets hatred toward you.
ID: 2677^6
Steals the strength of your target, lowering their attack rating and raising yours for up to %z.
ID: 2678^6
Corrodes your target's skin, causing #1 damage.
ID: 2679^6
Wracks your target with the vengeance of Sha, lowering disease resistance, attack speed, and hit points by #4 every 6 seconds for up to %z.
ID: 2683^6
Damages your target with ice for 20 hit points.
ID: 2684^6
Damages your target with ice for 35 hit points.
ID: 2686^6
Increases your natural regeneration rate, causing your wounds to heal faster.
ID: 2687^6
Increases your natural regeneration rate, causing your wounds to heal faster.
ID: 2688^6
Increases your natural regeneration rate, causing your wounds to heal faster.
ID: 2698^6
Gives mana and endurance to everyone around you.
ID: 2701^6
Covers your target with mites, causing #2 damage, lowering disease resistance and decreasing hit points by #3 every 6 seconds for up to %z.
ID: 2702^6
Attacks your target with streams of choking sand, causing #2 damage, lowering agility, dexterity, and decreasing hit points by #3 every 6 seconds for up to %z.
ID: 2703^6
Causes your target to go berserk, increasing strength and damage absorption for up to %z, but lowering dexterity.
ID: 2704^6
Entangles your target in a barbed fishing net, lowering movement rate and increasing hit points by #1 every 6 seconds for up to %z.
ID: 2712^6
Damages your target with ice for 50 hit points.
ID: 2713^6
Damages your target with ice for 65 hit points.
ID: 2714^6
Increases the strength of the user.
ID: 2716^6
Causes you to experience a mystical transvergance, decreasing your hit points by #1 and raising your mana by #2.
ID: 2719^6
Increases your target's strength, lowers stamina loss, and raises attack speed for up to %z.
ID: 2734^6
Teleports you to the Nexus.
ID: 2735^6
Cleanses you of disease and poison.
ID: 2737^6
Surrounds you with the Guard of Taelosia, increasing your attack speed and hit point regeneration.
ID: 2739^6
Cloaks your body in a light aura, rendering you invisible to most undead creatures.
ID: 2740^6
Heals you for #1 per tick for up to %z.
ID: 2743^6
Increases your mana regeneration.
ID: 2757^6
Imparts an intense desire to flee in all creatures in a small area around your target.
ID: 2758^6
Increases your resistances to detrimental spells, spell critical damage, and your maximum mana for up to %z.
ID: 2762^6
Pelts your target with spores, causing #1 damage.
ID: 2764^6
Summons your target's corpse to you. This spell works on characters up to level #1.
ID: 2771^6
Teleports you to a relatively safe location in the current zone.
ID: 2773^6
Surrounds you with an aura of echoes, increasing your damage shield.
ID: 2781^0
It is the deep dark of the night. You can't see enough stars to estimate the time.
ID: 2785^6
Renders you immune to the effects of Owlbear Screech.
ID: 2802^6
Assaults your target with a flurry of pebbles, causing #1 damage.
ID: 2803^6
Slams your target's legs with a large rock, causing #1 damage and decreasing movement for up to %z.
ID: 2818^6
Surrounds your target in a blanket of fog, causing blindness for up to %z.
ID: 2826^6
Cloaks you in a shimmering illusion that makes you appear to be a Vah Shir.
ID: 2843^6
Causes your target to regenerate, lowering fire resistance, but raising strength, stamina, and increasing hit points by #1 every 6 seconds for up to %z.
ID: 2847^6
Drains your target's mana by #1.
ID: 2848^6
Causes you to enter a meditative trance, increasing your mana regeneration by #7 every 6 seconds for up to %z.
ID: 2849^6
Causes you to enter a meditative trance, increasing your mana regeneration by #7 every 6 seconds for up to %z.
ID: 2850^6
Allows you to focus your thoughts and reduce any fizzles for up to %z.
ID: 2851^6
Improves your aim, allowing you to become more skillful at archery for up to %z.
ID: 2852^6
Expands your target's mind, granting them an increased mana pool for up to %z.
ID: 2853^6
Expands your target's mind, granting them an increased mana pool for up to %z.
ID: 2854^6
Makes your target grow and appear more imposing.
ID: 2855^6
Causes you to become more resistant, increasing all resists for up to %z.
ID: 2862^6
Summons a horse mount.
ID: 2863^6
Summons a horse mount.
ID: 2864^6
Summons a horse mount.
ID: 2865^6
Summons a horse mount.
ID: 2866^6
Summons a horse mount.
ID: 2867^6
Summons a horse mount.
ID: 2868^6
Summons a horse mount.
ID: 2869^6
Summons a horse mount.
ID: 2870^6
Summons a horse mount.
ID: 2871^6
Summons a horse mount.
ID: 2872^6
Summons a horse mount.
ID: 2873^6
Summons a horse mount.
ID: 2877^6
Calls down the cold flame of the moon, causing @1 damage to your target.
ID: 2878^6
Strikes your target with a burning claw, causing #1 damage.
ID: 2879^6
Covers you in phantasmal armor, increasing your hit point regeneration and armor class. Consumes a pearl when cast.
ID: 2880^6
Cleanses your target's soul, removing major curses.
ID: 2881^6
Fills your lungs with magical breath, removing your necessity for air for %z.
ID: 2882^6
This spell no longer functions. It is safe to remove it from your spellbook.
ID: 2883^6
Assaults your target's body with arcing bolts of electrical energy, causing #1 damage.
ID: 2884^6
Consumes your target in a blast of intense heat, causing #1 damage.
ID: 2885^6
Incinerates the blood of your target, causing @1 damage every 6 seconds for %z.
ID: 2886^6
Grants your group a quickness of mind and body, allowing them improved night vision, the ability to see invisible creatures, and greatly increased stamina regeneration.
ID: 2887^6
Covers your face in the mask of the stalker for %z, giving you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 2888^6
Fills your warder with the spirit of flame, increasing their dexterity, as well as providing them a chance to perform a stunning flame attack.
ID: 2890^6
Fills your warder with the spirit of snow, increasing their dexterity, as well as providing them a chance to perform a stunning cold attack.
ID: 2892^6
Causes your body to succumb to the temptation of death, slowly draining your life and restoring your mana.
ID: 2893^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 2894^6
Forms a cloud of dense air around your feet, allowing you to float slightly off the ground for %z.
ID: 2895^6
Fills your group with energy, increasing their attack speed, agility, armor class, and stamina regeneration.
ID: 2896^6
Renews the health of your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, and curses.
ID: 2907^6
Eats away at your target's soul, decreasing mana every 6 seconds and cursing the target.
ID: 2916^6
Summons a horse mount.
ID: 2917^6
Summons a horse mount.
ID: 2918^6
Summons a horse mount.
ID: 2919^6
Summons a horse mount.
ID: 2920^6
Summons a horse mount.
ID: 2921^6
Summons a horse mount.
ID: 2922^6
Summons a horse mount.
ID: 2923^6
Summons a horse mount.
ID: 2927^0
You cannot tell what time it is.
ID: 2929^6
Summons a unusual looking hat.
ID: 2930^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 2931^6
The power of truth teleports your party into an area inside Sanctus Seru.
ID: 2936^6
A once forgotten song that tears at the mind of your target, draining their mana.
ID: 2938^6
Your voice resonates powerfully, increasing your singing skill by a small amount.
ID: 2939^6
Your voice harmonizes deep within you, increasing your singing skill by a small amount.
ID: 2940^6
Attacks your target's mind, providing a chance to forget those that have done harm.
ID: 2941^6
Consumes your target in a spirit of savagery, increasing their resistances, attack rating, and stamina. Consumes a peridot when cast.
ID: 2942^6
Causes your target to fall into a lethargic state, slowing their attack speed for %z.
ID: 2943^6
Opens an arcane portal that teleports your target to the Nexus.
ID: 2944^6
Opens an arcane portal that teleports your entire group to the Nexus.
ID: 2945^6
Opens an arcane portal that teleports you to the Nexus.
ID: 2946^6
Cleanses your target's soul, removing minor curses.
ID: 2963^6
Fills your group with a primal essence, increasing strength, agility, stamina, and dexterity for %z.
ID: 2965^6
Imparts desperation to your weapons, allowing them a chance to cause partial memory loss.
ID: 2966^6
Surrounds you with an invigorating power, increasing charisma, stamina, and hit points for %z.
ID: 2968^6
Imparts your weapons with a stinging power, allowing them a chance to cause partial memory loss.
ID: 2969^6
Covers your target in a mass of darkness that steals their armor class and gives it to you for %z.
ID: 2970^6
Your mind expands, increasing your mana pool by #4 for %z.
ID: 2971^6
You experience a marvelous vision, giving you #1 stamina and increasing your attack speed to #3 percent for %z.
ID: 2972^6
Attacks your target with a serpent's bite, decreasing hit points by #1.
ID: 2973^6
Attacks your target with an ember strike, decreasing hit points by #1.
ID: 2974^6
Surrounds you with a shimmering shield of magical auras, increasing your resists, mana regeneration, and damage absorption for %z.
ID: 2975^6
Surrounds you with an enlightening barrier, increasing your resists and damage absorption for %z. Consumes a cat's eye agate when cast.
ID: 2976^6
A smoldering bulwark engulfs you, increasing your fire resistance by #2 and damage shield by #1 for %z.
ID: 2977^6
You feel a boon of recovery, increasing your mana regeneration, hit-point regeneration, and damage absorption for %z.
ID: 2978^6
Your focus is heightened, increasing your mana regeneration by #8 for %z.
ID: 2979^6
The flesh of your opponent rends, allowing a chunk of it to be collected.
ID: 2980^6
You hear a celestial whisper, increasing your mana regeneration by #8 for %z.
ID: 2982^6
You feel a little tipsy as ale is created for you.
ID: 2983^0
The year is 497 After Greenmist.
ID: 2984^0
The year is 2921 in the Age of Turmoil.
ID: 2984^6
Lotus spines strike your target and cause #2 damage.
ID: 2985^0
The year is 2922 in the Age of Turmoil.
ID: 2986^0
The year is 3032 in the Age of Turmoil.
ID: 2986^6
You feel blessed by the Shissar, increasing your hit-point regeneration by #1 for %z.
ID: 2987^6
You are enveloped in an aura of scale, increasing your fire resist by #2 for %z.
ID: 2989^6
Your enemy is struck down by a needlite fever, decreasing hit points by #2 for %z.
ID: 2992^6
Rends your target's body with deathly fire, dealing between #1 and @1 damage.
ID: 2995^6
Spores dig deep into your target, decreasing hit points by #1.
ID: 2996^6
Tears the flesh of the target, decreasing its hit points by #1.
ID: 2997^6
Flays the flesh of the target, decreasing hit points by #1.
ID: 2998^6
Savagely rips the flesh of the target, decreasing hit points by #1.
ID: 2999^6
Slices the flesh of the target, decreasing hit points by #2.
ID: 3000^1
Innate Run Speed
ID: 3000^4
This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
ID: 3000^30
You must be an Avatar!
ID: 3000^31
This is the Avatar Window. Fear its power!
ID: 3004^6
Strikes your target with a fist of flame, causing #1 damage and briefly stunning them.
ID: 3005^1
Mystical Attuning
ID: 3005^4
This ability increases the number of mystical effects that can affect you at once by 1 per rank.
ID: 3010^1
Innate Regeneration
ID: 3010^4
This ability raises your regeneration ability by 1 point per ability level.
ID: 3020^1
Natural Durability
ID: 3020^4
This ability increases your maximum hitpoints by 2 percent per rank. (The percentages are based off of your base hitpoints, which include stamina and stamina effects.)
ID: 3025^1
Combat Stability
ID: 3025^4
This ability increases melee damage mitigation by 2 percent per rank.
ID: 3030^1
Combat Agility
ID: 3030^4
This ability increases your melee damage avoidance by 2 percent per rank.
ID: 3030^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 3031^6
Covers you in the Xegony's phantasmal guard, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 3032^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 3034^6
Animates a set of weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 3035^1
Combat Fury
ID: 3035^4
This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilities of Warriors, while Warriors will remain significantly ahead of other classes.
ID: 3035^6
Strikes your target with a jet of poison, causing between #1 and @1 damage.
ID: 3036^6
A wrath of ice engulfs your target, decreasing hit points by #1.
ID: 3037^6
A wrath of fire engulfs your target, decreasing hit points by #1.
ID: 3038^6
A wrath of wind engulfs your target, decreasing hit points by #1.
ID: 3039^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z.
ID: 3040^1
Innate Fire Protection
ID: 3040^4
This ability raises your base Save Vs Fire by 2 points for each ability level.
ID: 3040^6
Focuses mana into the form of the belt of Magi`Kot, an item that increases your pet's hit points, strength, stamina, dexterity, and agility.
ID: 3041^6
Focuses mana into the form of the blade of Walnan, a useful weapon for summoned creatures.
ID: 3042^6
Focuses mana into the form of the fist of Ixiblat, a useful weapon for summoned creatures.
ID: 3043^6
Focuses mana into the form of the blade of the Kedge, a useful weapon for summoned creatures.
ID: 3044^6
Focuses mana into the form of the girdle of Magi`Kot, an item that increases your pet's hit points, strength, stamina, dexterity, and agility.
ID: 3045^6
Focuses mana into the form of a talisman of return that allows you to teleport to the Plane of Knowledge.
ID: 3046^6
A clockwork portal appears in front of you, teleporting you to a location in Plane of Knowledge. Consumes a quintessence of knowledge when cast.
ID: 3047^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 3050^1
Innate Cold Protection
ID: 3050^4
This ability raises your base Save Vs Cold by 2 points for each ability level.
ID: 3060^1
Innate Magic Protection
ID: 3060^4
This ability raises your base Save Vs Magic by 2 points for each ability level.
ID: 3062^6
It's fishin' time as you create a fishing pole even Brell would be proud of.
ID: 3063^6
Cloaks you in a shimmering illusion that makes you appear to be a Froglok.
ID: 3066^6
A slow rhythm that lowers the attack speed of an opponent for %z.
ID: 3067^6
Clockwork gears whir and stir as a toolbox unfolds.
ID: 3068^6
Clockwork gears whir and stir as a jewel bag unfolds.
ID: 3070^1
Innate Poison Protection
ID: 3070^4
This ability raises your base Save Vs Poison by 2 points for each ability level.
ID: 3080^1
Innate Disease Protection
ID: 3080^4
This ability raises your base Save Vs Disease by 2 points for each ability level.
ID: 3080^6
Reduces the mana cost of Condemnation by up to $1 percent.
ID: 3081^1
Physical Enhancement
ID: 3081^4
This ability will give you additional improvements in your Natural Durability, Avoidance Boost, and Mitigation Boost.
ID: 3081^6
Reduces the mana cost of Summer's Flame by up to $1 percent.
ID: 3082^6
Reduces the mana cost of Spear of Torment by up to $1 percent.
ID: 3083^6
Reduces the mana cost of Neurotoxin by up to $1 percent.
ID: 3084^6
Reduces the mana cost of Strike of Solusek by up to $1 percent.
ID: 3085^6
Reduces the mana cost of Sun Vortex by up to $1 percent.
ID: 3086^6
Reduces the mana cost of Insanity by up to $1 percent.
ID: 3091^1
Double Riposte
ID: 3091^4
This ability will give you a 10 percent chance to execute a double riposte per rank.
ID: 3096^1
Enraging Bellow
ID: 3096^2
Enraging
ID: 3096^3
Bellow
ID: 3096^4
Causes all enemies in a small radius to become enraged at you.
ID: 3100^6
Curses your target with the mark of retaliation. Causing #1 damage to them each time they strike another creature.
ID: 3101^1
Enduring Voice
ID: 3101^4
This ability decreases the amount of time required between uses of Enraging Bellow by 10 percent per rank. You may train in this ability once each level, upon reaching level 63.
ID: 3101^6
Increases the damage of direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3102^6
Increases the damage of fire-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3103^6
Increases the damage of ice-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3104^6
Increases the damage of direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3105^6
Increases the damage of magic-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3106^1
Raging Flurry
ID: 3106^4
This ability will allow you to perform up to 2 additional attacks from your primary hand.
ID: 3106^6
Increases the duration of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3107^6
Imparts your weapons with the power of fire for %z, allowing them a chance to strike with the fury of the flame.
ID: 3108^6
Increases the damage of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3109^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3110^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3111^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3112^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3113^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3114^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3116^1
Living Shield
ID: 3116^2
Living
ID: 3116^3
Shield
ID: 3116^4
This extends the your capacity to act as a living shield, This ability adds twelve seconds per rank to the duration of your /SHIELD. You may train the ranks of this ability at or after levels 61, 63, and 65.
ID: 3116^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3117^6
Reduces the mana cost of long term beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3118^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3119^1
Extended Shielding
ID: 3119^4
Each rank in this ability increases the range of your shielding ability.
ID: 3119^6
Reduces the mana cost of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3120^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3121^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3122^1
Tactical Mastery
ID: 3122^4
Studying one's opponent for weaknesses provides the knowledge and ability to pierce through advanced defenses. Each rank of this ability grants an increasing chance of bypassing an opponent's special defenses, such as dodge, block, parry, and riposte.
ID: 3122^6
Reduces the mana cost of self-only long term beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3123^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3124^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3125^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3127^6
Reduces the cast time of direct damage spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3128^1
Stalwart Endurance
ID: 3128^4
This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned.
ID: 3128^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3131^1
Heightened Endurance
ID: 3131^4
This ability raises your natural endurance regeneration by 1 point per ability level.
ID: 3134^6
A shimmering portal envelops you, teleporting you to a location in Plane of Knowledge.
ID: 3135^6
Summons a magical hammer that is particularly adept at smiting undead.
ID: 3136^6
Summons a magical hammer that is particularly adept at smiting undead.
ID: 3141^1
Warlord's Tenacity
ID: 3141^2
Warlord's
ID: 3141^3
Tenacity
ID: 3141^4
This ability allows warriors to temporarily boost hit points to get through tough situations. The exertion takes its toll, though. These hit points dissipate over the course of a minute and leave the warrior weaker than when Warlord's Tenacity started.
ID: 3151^1
Feral Wrath
ID: 3151^4
This ability increases the damage you cause when you land a critical hit on a melee attack. This ability does not affect special attacks.
ID: 3156^1
Slippery Attacks
ID: 3156^4
This ability makes it more difficult for opponents to riposte your offhand attacks. Each rank increases the chance that your opponent will fail to riposte you by 20%.
ID: 3161^1
Innate Strength
ID: 3161^4
This ability raises your base Strength by 2 points for each ability level.
ID: 3171^1
Innate Dexterity
ID: 3171^4
This ability raises your base Dexterity by 2 points for each ability level.
ID: 3171^6
Increases the stamina of the user.
ID: 3178^6
Fills your group with energy, increasing their attack speed, strength, dexterity, and attack rating.
ID: 3180^6
Opens an arcane portal that teleports your entire group to the Plane of Knowledge.
ID: 3181^1
Innate Stamina
ID: 3181^4
This ability raises your base Stamina by 2 points for each ability level.
ID: 3181^6
Opens an arcane portal that teleports your target to the Plane of Knowledge.
ID: 3182^6
Opens a mystical portal that transports you to New Tanaan, in the Plane of Knowledge.
ID: 3183^6
Opens an arcane portal that teleports you to the Plane of Knowledge.
ID: 3184^6
Opens a mystical portal that transports your group to New Tanaan in the Plane of Knowledge.
ID: 3185^6
Fills your group with the spirit of the eagle for %z, allowing them increased movement, levitation and superior vision.
ID: 3186^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, dexterity, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 3187^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every 6 seconds for %z.
ID: 3188^6
Focuses mana into the form of a rod of mystical transvergance, allowing the user to trade physical health for mental energy.
ID: 3189^6
Tears of searing flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 3190^6
Focuses the curative properties of the Prime Healer, cleansing the body of harmful curses, toxins, and diseases.
ID: 3191^1
Innate Agility
ID: 3191^4
This ability raises your base Agility by 2 points for each ability level.
ID: 3191^6
Channels ambient energy into a blast of magic, causing between #1 and @1 damage to your target.
ID: 3192^6
Commands roots to take hold of your target, preventing their movement for %z.
ID: 3194^6
Causes the earth to adhere to your target's body, preventing them from moving for up to %z.
ID: 3195^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 3196^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 3197^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 3198^6
Surrounds your target in the flame shield of Ro, damaging any creature that attacks them.
ID: 3199^6
Covers you in a shimmer of runes that absorb damage.
ID: 3200^6
Reduces the number of reagents consumed by spells by providing a chance for the spell not to consume the reagent when cast. This bonus will decay on spells over level #2.
ID: 3201^1
Innate Wisdom
ID: 3201^4
This ability raises your base Wisdom by 2 points for each ability level.
ID: 3201^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3202^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3203^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3204^6
Reduces the mana cost of damaging spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3205^6
Focuses mana into the form of a platinum choker that sometimes allows you to cast a spell without consuming any reagents. This item works on spells up to level sixty-five.
ID: 3206^6
Focuses mana into the form of a runed mantle that allows many of your beneficial spells to last a longer period of time. This item works on spells up to level sixty-five.
ID: 3207^6
Focuses mana into the form of a sapphire bracelet that increases the damage of many spells. This item works on spells up to level sixty-five.
ID: 3208^6
Focuses mana into the form of a spiked ring that allows you to cast many spells faster. This item works on spells up to level sixty-five.
ID: 3209^6
Focuses mana into the form of a glowing bauble that sometimes allows you to cast a spell for a reduced mana cost. This item works on spells up to level sixty-five.
ID: 3210^6
Focuses mana into the form of a bag of jewelry that grants a number of spell enhancements to the wearer.
ID: 3211^1
Innate Intelligence
ID: 3211^4
This ability raises your base Intelligence by 2 points for each ability level.
ID: 3221^1
Innate Charisma
ID: 3221^4
This ability raises your base Charisma by 2 points for each ability level.
ID: 3227^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 3229^6
Strikes your target's mind, causing them to forget some of the harm you have done to them.
ID: 3231^1
Fire
ID: 3231^2
Fire
ID: 3231^4
Launches a ball of fire at your target.
ID: 3232^6
Blesses your target with a healing touch, healing up to @1 damage.
ID: 3233^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 3234^6
Hardens the skin of your target, increasing their hit points, mana regeneration, and armor class for %z.
ID: 3235^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 3237^6
Infuses your elemental companion with energy, increasing their attack speed, armor class, and strength.
ID: 3238^6
A burst of holy light that causes between #1 and @1 damage to a summoned target.
ID: 3239^6
Renews the health of your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, and curses.
ID: 3240^6
Fills your target with energy, increasing their attack speed, agility, dexterity, and attack rating.
ID: 3241^6
Transforms your target into a scarecrow, increasing their attack rating, dexterity, and granting a chance to perform a life draining effect.
ID: 3242^6
Covers your group in a protective shield, increasing their magic resistance.
ID: 3243^6
Opens an arcane portal that teleports all nearby allies to their bind point.
ID: 3244^6
Opens an arcane portal that transports your target to a relatively safe location in the current zone.
ID: 3245^1
Frost
ID: 3245^2
Frost
ID: 3245^4
Summons a bolt of frost to strike your target.
ID: 3245^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 3246^6
Causes the earth of Tunare to adhere to your target's feet, preventing them from moving for up to %z.
ID: 3247^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 3258^6
Absorbs up to #3 damage before fading, or up to %z.
ID: 3259^1
Thunder
ID: 3259^2
Thunder
ID: 3259^4
Commands a lightning bolt to strike your target.
ID: 3261^6
Instantly heals your group for #1, and the every tick for #2 for up to %z.
ID: 3273^1
Heal Wounds
ID: 3273^2
Heal
ID: 3273^3
Wounds
ID: 3273^4
Heals your target's wounds
ID: 3281^6
No text set.
ID: 3282^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 3287^1
Mental Clarity
ID: 3287^4
This ability increases your natural mana regeneration by 1 point per ability level.
ID: 3289^6
Increases your melee speed and attack power for up to %z.
ID: 3295^6
Surrounds your group in a shield of spikes that causes damage to anything that strikes them for %z.
ID: 3296^6
Provides your target with heroic valor, increasing their hit points and armor class for %z.
ID: 3297^1
Improved Magic Damage
ID: 3297^4
This ability increases the damage done by your magic based damage spells.
ID: 3300^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 3301^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 3302^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 3303^6
Fills your target's blood with poison, causing between #2 and @2 damage every six seconds for %z.
ID: 3304^6
Reanimates an ancient warrior to do your bidding. Consumes bone chips when cast.
ID: 3305^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 3306^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 3307^1
Improved Fire Damage
ID: 3307^4
This ability increases the damage done by your fire based damage spells.
ID: 3308^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to @1.
ID: 3309^6
Summons an embracing darkness that binds your target's feet, decreasing their movement rate, and doing between #1 and @1 damage every six seconds for %z.
ID: 3310^6
Infuses a corpse with a spirit of torment that will do your bidding. Consumes bone chips when cast.
ID: 3311^6
Grips your body in an unholy darkness, slowly draining your hit points while regenerating your mana.
ID: 3312^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, and curses.
ID: 3314^6
Inspires a spirit of pestilence to inhabit a corpse to do your bidding. Consumes bone chips when cast.
ID: 3315^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 3316^6
Commands an undead creature to do your bidding, temporarily bending them to your will.
ID: 3317^1
Improved Cold Damage
ID: 3317^4
This ability increases the damage done by your cold based damage spells.
ID: 3317^6
Summons the ward of Xegony to aid you in battle.
ID: 3318^6
Burns your target's skin with the firebolt of Tallon, causing between #1 and @1 damage.
ID: 3319^6
Conjures a storm of solar energy that assaults several creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 3320^6
Summons a servant of Marr to aid you in battle.
ID: 3321^6
Conjures a shock of black steel that assaults your target, causing between #1 and @1 damage.
ID: 3322^6
Summons a child of Ro to aid you in battle.
ID: 3323^6
Conjures a maelstrom of thunder that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 3324^6
Summons the Rathe's son to aid you in battle.
ID: 3325^6
Burns your target's skin with a vortex of the sun, causing between #1 and @1 damage.
ID: 3326^6
Covers you in resistant armor that protects you from poison and disease.
ID: 3327^1
Improved Poison Damage
ID: 3327^4
This ability increases the damage done by your Poison based damage spells.
ID: 3327^6
Tears of searing flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 3328^6
Bolts of thunder consume your target, causing @1 damage. This damage is much more difficult to resist than most spells.
ID: 3329^6
Covers your skin in an elemental barrier, protecting you from fire and cold.
ID: 3330^6
Consumes your target in a sudden torrent of fire, causing between #1 and @1 damage.
ID: 3331^6
Searing flames consume your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 3332^6
Tears of searing ice fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 3333^6
Strikes your target with energy, stunning them briefly, and causing #2 damage.
ID: 3334^6
Consumes your target in a sudden torrent of thunder, causing between #1 and @1 damage.
ID: 3335^6
Assaults your target's body with arcing bolts of thunderous energy, causing #1 damage.
ID: 3336^6
Consumes your target in a sudden torrent of frost, causing between #1 and @1 damage.
ID: 3337^1
Improved Disease Damage
ID: 3337^4
This ability increases the damage done by your Disease based damage spells.
ID: 3337^6
Increases the damage of cold-based direct damage spells by up to $1 percent. This bonus will only apply to level #4 spells.
ID: 3339^6
Consumes your target in the inferno of Solusek Ro, causing #1 damage.
ID: 3341^6
Causes your opponent to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 3342^6
Causes your target's ears to echo with the barking of Tashan, lowering their magic resistance.
ID: 3343^6
Covers your target in a shimmer of runes that absorb damage. Consumes a peridot when cast.
ID: 3344^6
Imbues a diamond with the power of nightmares. Consumes a raw diamond and nightmare mephit blood when cast.
ID: 3345^6
Constricts your target's throat, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 3346^6
Imbues a diamond with the power of the storm. Consumes a raw diamond and storm rider blood when cast.
ID: 3347^1
Improved Healing
ID: 3347^4
This ability increases the hit points restored by your healing spells.
ID: 3347^6
Dominates your target's mind, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 3348^6
Consumes your target in mental torment, causing #4 damage every six seconds for %z. This spell also lowers their intelligence and wisdom, and drains their mana.
ID: 3349^6
Strikes your target with a chaotic burst of mental energy, causing between #1 and @1 damage.
ID: 3350^6
Calms your group's thoughts, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 3351^6
Fills your arms with energy and hardens your skin, absorbing damage.
ID: 3352^6
Focuses the power of earth into a diamond. Consumes a raw diamond and earth mephit blood when cast.
ID: 3353^6
Focuses the power of air into a diamond. Consumes a raw diamond and air mephit blood when cast.
ID: 3354^6
Causes your opponent to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 3355^6
Dominates your target's mind, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 3356^6
Focuses the power of fire into a diamond. Consumes a raw diamond and fire mephit blood when cast.
ID: 3357^1
Spell Haste
ID: 3357^4
Lowers the cast time of your spells with a cast time greater then 3 seconds.
ID: 3357^6
Focuses the power of water into a diamond. Consumes a raw diamond and water mephit blood when cast.
ID: 3358^6
Causes your opponent to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 3359^6
Causes all nearby creatures to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 3360^6
Calms your group's thoughts, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 3361^6
A calming song that calms the aggressive nature of many monsters.
ID: 3362^6
Increases the damage of your companions' direct damage spells by up to $1 percent. This bonus will decay on spells over level #11. Increases your companions' attack speed by #2 percent.
ID: 3363^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 3364^6
The voice of the mistress of magic can strip away magical effects from your target.
ID: 3365^1
Mana Preservation
ID: 3365^4
Lowers the mana consumed when casting spells.
ID: 3365^6
A melody that summons a horde of ethereal halflings to attack your opponent, causing them damage and slowing their attack speed.
ID: 3366^6
A great scream of torment that does between #1 and @1 damage to your opponent and potentially interrupts casting.
ID: 3367^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 3368^6
Calls the crystalline scales of Veeshan around your group, granting them protection from all types of magic. Any creature that strikes these scales is damaged.
ID: 3369^6
A quiet lullaby that causes your target to fall into an enchanted sleep.
ID: 3370^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 3371^6
A bewitching melody that charms the target, allowing you to command it.
ID: 3372^6
Calls forth the wind of Marr to regenerate the health and mana of nearby allies.
ID: 3373^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 3374^6
The song of the warlord fills your group's arms with strength, granting them increased attack speed, strength, attack rating. It also adds an aura that damages opponents that strike them.
ID: 3375^6
A perfect harmony envelops your enemy, causing them to become more susceptible to fire, ice, and magic.
ID: 3376^1
Attack Speed
ID: 3376^4
Increases your attack speed.
ID: 3376^6
A quiet lullaby that causes your target to fall into an enchanted sleep.
ID: 3377^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 3378^6
Fills your target with a sense of nimbleness, increasing their agility for %z.
ID: 3379^6
Strikes your target with a jet of poisonous acid, causing between #1 and @1 damage.
ID: 3380^6
Surrounds your target with a foul cloud of plague, slowing their attack rate for %z.
ID: 3381^6
Places an ancestral guard on your target, increasing their armor class for %z.
ID: 3382^6
Fills your target with the endurance of the boar, increasing their stamina for %z.
ID: 3383^6
Fills your group with the spirit of the Wrulan, increasing their agility for %z.
ID: 3384^1
Spell Casting Reinforcement
ID: 3384^4
This ability increases the duration of beneficial spells that you cast.
ID: 3384^6
Protects your group with the talisman of the Tribunal, shielding them from poison and disease for %z.
ID: 3385^6
Creates a rain of poison, causing three waves of #1 damage to everything in a small radius around your target.
ID: 3386^6
Infects your target with a fever, causing them to become more susceptible to other diseases.
ID: 3387^6
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 3388^6
Fills your target's body with the strength of the Diaku, increasing their strength and dexterity for %z.
ID: 3389^1
Channeling Focus
ID: 3389^4
This ability reduces the chance of your spell casts being interrupted.
ID: 3389^6
Fills your group with the endurance of the boar, increasing their stamina for %z.
ID: 3390^6
Creates a rift of bitter cold, causing between #1 and @1 damage to your target.
ID: 3391^6
Grants your group quickened movement, increasing their attack speed for %z.
ID: 3392^1
Spell Casting Subtlety
ID: 3392^4
After training in this ability, NPCs will notice your magical activities less.
ID: 3392^6
Fills your group with the strength of the Diaku, increasing their strength and dexterity for %z.
ID: 3393^6
Shrinks your group, allowing them greater mobility in tight quarters.
ID: 3394^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 3395^6
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 3396^6
Fills your target's blood with poison, causing between #2 and @2 damage every six seconds for %z.
ID: 3397^1
Spell Casting Fury
ID: 3397^4
This ability gives you a chance to land critical hits with your direct damage spells.
ID: 3397^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 3398^6
Places your target into a state of quiescence, healing #1 hit points every six seconds for %z.
ID: 3399^6
Infuses your target with the power of an avatar, increasing their strength, dexterity, agility, and attack rating for %z.
ID: 3400^6
Summons a festering darkness that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z.
ID: 3401^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 3402^1
Smoke Bomb
ID: 3402^2
Smoke Bomb
ID: 3402^4
Throws a smoke bomb at your feet. Possibly causing your enemies to lose track of you and rendering you invisible for a short time. Higher ranks make it more likely for your enemies to lose track of you.
ID: 3403^6
Invokes severe pain from your target, causing #7 damage, and uses that energy to greatly increase your armor class for a short time.
ID: 3405^6
Fills your target's mind with pure terror, inciting severe hatred.
ID: 3406^6
Covers your target with invading darkness for %z, stealing their resistances and giving them to your party.
ID: 3408^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and using that energy to heal the bodies and minds of your group.
ID: 3410^6
Imbues your target's voice with the power of pure terror, causing creatures to take more notice of their attacks for %z.
ID: 3411^6
Invokes severe hatred from your target, causing #7 damage and using that energy to greatly increase your attack rating for a short time.
ID: 3412^1
Pain Tolerance
ID: 3412^2
Pain
ID: 3412^3
Toler.
ID: 3412^4
Causes you to take less damage from melee attacks for a short time, but also lowers the amount of damage you do with melee attacks.
ID: 3413^1
Hamstring
ID: 3413^2
Ham
ID: 3413^3
string
ID: 3413^4
Strikes your target's hamstring, slowing their movement rate for a short time.
ID: 3413^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 3415^1
Lesion
ID: 3415^2
Lesion
ID: 3415^4
Strikes a deep wound in your opponent, causing them to bleed for a short time.
ID: 3415^6
Imparts your weapons with the power of nature for %z, allowing them a chance to strike summoned creatures for greater damage.
ID: 3417^6
Summons the spirit of the predator to impart your group with an increased attack rating for %z.
ID: 3418^6
Calls forth a frozen wind to encase your target in ice, doing @1 damage.
ID: 3419^6
Focuses your target with the call of the Rathe, increasing their armor class, and causing damage to anything that strikes them for %z.
ID: 3420^6
Imparts your weapons with the power of the storm for %z, allowing them a chance to strike with the fury of thunder.
ID: 3422^6
Imbues your weapon with the power of Rodcet Nife, granting it a chance to cause incredible pain to undead creatures.
ID: 3424^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 3426^1
Feral Rage
ID: 3426^2
Feral
ID: 3426^3
Rage
ID: 3426^4
Fills you with bloodlust, increasing your stats, your regeneration, and your attack speed. The duration of this effect is random, but is more likely to last a longer duration as long as you are in combat.
ID: 3426^6
Invokes the quiet power of Quellious, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1.
ID: 3427^6
Emanates a wave of Marr's blessing from the caster, healing @1 hit points for everyone in your group.
ID: 3428^6
A burst of holy light that causes between #1 and @1 damage to an undead target.
ID: 3429^1
Frost of the Ancients
ID: 3429^2
Frost of
ID: 3429^3
Ancients
ID: 3429^4
Wraps your target in terrible spirits of ice, freezing their skin. Causing cold damage for 60 seconds.
ID: 3429^6
Channels the power of Rodcet Nife, healing your target for between #1 and @1 hit points.
ID: 3430^6
Bathes your target in the light of life, healing #1 hit points.
ID: 3431^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 3432^6
Surrounds your group with the shield of the Underfoot, increasing their hit points for %z.
ID: 3433^6
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 3434^6
Summons a whirling wind to stun your target, also doing between #1 and @1 damage.
ID: 3435^6
Surrounds your target in dancing flames for %z, lowering their attack value, as well as their fire resistance, and armor class.
ID: 3436^6
Calls down a hailstorm from the sky, causing three waves of #1 damage to all creatures near your target.
ID: 3437^6
Surrounds your target in dancing flames for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance, and armor class.
ID: 3438^6
Calls down lightning from the sky, causing @1 damage to all those in the vicinity of your target. This spell can only be cast outdoors.
ID: 3439^1
Cure Poison
ID: 3439^2
Cure
ID: 3439^3
Poison
ID: 3439^4
Remove minor poisons from your target's body.
ID: 3439^6
Fills your target with the power of the stone, increasing their strength for %z.
ID: 3440^6
Surrounds your target in dancing flames for %z, lowering their attack value and armor class.
ID: 3441^6
Hastens your groups natural healing, allowing them to recover hit points faster.
ID: 3442^6
Covers your target in a layer of glistening ice, lowering their cold resistance and armor class.
ID: 3443^1
Cure Disease
ID: 3443^2
Cure
ID: 3443^3
Disease
ID: 3443^4
Cures your target of minor diseases.
ID: 3443^6
Mends severe wounds, healing up to @1 damage.
ID: 3444^6
Surrounds your group in a protection of seasons, increasing their fire and cold resistance for %z.
ID: 3445^6
Beckons to the animals of the wild, allowing you to control them.
ID: 3446^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 3447^1
Remove Curse
ID: 3447^2
Remove
ID: 3447^3
Curse
ID: 3447^4
Dispells your target of minor curses.
ID: 3447^6
Commands roots to take hold of your target, doing #1 damage, and preventing their movement for %z.
ID: 3448^6
Surrounds your target in a shield of spikes that causes damage to anything that strikes them for %z.
ID: 3449^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 3450^6
Surrounds your body in a coat of bracken that increases your armor class, as well as harming those that strike you for %z.
ID: 3451^1
Play Dead
ID: 3451^2
Play
ID: 3451^3
Dead
ID: 3451^4
Causes you to fall to the ground and appear dead to most observers.
ID: 3451^6
Hardens the skin of your group, increasing their hit points, mana regeneration, and armor class for %z.
ID: 3452^6
Summons the raging blizzard of winter, causing @1 damage to your target.
ID: 3453^6
Covers your face in the mask of the forest for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 3454^6
Focuses your target's spiritual energy, granting increased stamina, strength, and dexterity for %z.
ID: 3455^1
Gore
ID: 3455^2
Gore
ID: 3455^4
A powerful gore attack with your horns, stunning your target briefly and causing heavy damage.
ID: 3455^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, and curses.
ID: 3456^6
Fills your group with spiritual brawn, increasing their hit points and attack rating for %z.
ID: 3457^6
Summons a feral warder to aid you in battle.
ID: 3458^6
Fills your warder with the celerity of Arag, increasing their attack speed, strength, armor class, and attack rating.
ID: 3459^6
Fills your warder with the spirit of Rellic, increasing their dexterity, as well as providing them a chance to perform a stunning frost attack.
ID: 3460^6
Envelops your target in an aura of spiritual dominion, increasing their mana and hit point regeneration.
ID: 3461^1
War Bellow
ID: 3461^2
War
ID: 3461^3
Bellow
ID: 3461^4
A feral bellow that rattles your opponents and inspires your group mates. Your opponents attack speed will be slowed and your group's attack rating will be increased.
ID: 3461^6
Summons a feral warder to aid you in battle.
ID: 3462^1
Improved War Bellow
ID: 3462^4
Decreases the reuse timer for the War Bellow ability.
ID: 3462^6
Causes your target to fall into a lethargic state, slowing their attack speed for %z.
ID: 3463^6
Consumes your target in a spirit of savagery, increasing their resistances, attack rating, and stamina.
ID: 3464^6
Strikes nearby creatures with a silent decree, inflicting @3 damage and stunning them.
ID: 3465^1
Supernal Remedy
ID: 3465^2
Supernal
ID: 3465^3
Remedy
ID: 3465^4
Mends your targets wounds.
ID: 3465^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 3466^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 3467^1
Levitation
ID: 3467^2
Levitation
ID: 3467^4
Allows your target to float above the ground and avoid falling damage.
ID: 3467^6
Cloaks your target in an aura of protection, granting them increased hit points and armor class for %z.
ID: 3468^1
Sleep
ID: 3468^2
Sleep
ID: 3468^4
Causes your target to fall asleep for a short time.
ID: 3468^6
A burst of holy power that inflicts between #1 and @1 damage to an undead target.
ID: 3469^6
Covers your target in a glowing aura that heals anyone who strikes them.
ID: 3470^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 3471^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points as well as curing moderate diseases and poisons.
ID: 3472^6
Bestows your target with a divine blessing, allowing them to cast spells faster for %z. This blessing works on spells up to level #2.
ID: 3473^1
Invisibility
ID: 3473^2
Invisibility
ID: 3473^4
Cloaks your target in an shroud of invisibility. The second rank of this ability is a fixed duration invisibility.
ID: 3473^6
Causes the earth to tremble around you, causing between #1 and @1 damage to all nearby enemies.
ID: 3474^1
Lethargy
ID: 3474^2
Lethargy
ID: 3474^4
Places your target in a state of lethargy, slowing their attack rate for 18 seconds.
ID: 3474^6
Places mystic armor of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 3475^6
Fills your target's body with supernal elixir, healing #1 hit points every 6 seconds for %z.
ID: 3476^6
Calls upon the condemnation of the gods to strike your target, causing between #1 and @1 damage.
ID: 3477^6
Places the mark of the righteous on your target, dealing damage each time the target strikes another creature.
ID: 3478^6
Summons a magical hammer that is particularly adept at smiting undead.
ID: 3479^1
Plane Shift: Ethereal
ID: 3479^2
PS:
ID: 3479^3
Ethereal
ID: 3479^4
Shifts your body completely into the ethereal plane, causing you to become immune to almost all physical attacks.
ID: 3479^6
Cloaks your group in an aura of protection, granting them increased hit points and armor class for %z.
ID: 3480^1
Plane Shift: Material
ID: 3480^2
PS:
ID: 3480^3
Material
ID: 3480^4
Shifts your body completely into the material plane, causing you to become impervious to nearly all magical attacks.
ID: 3480^6
Bathes your target in supernal light, healing between #1 and @1 hit points.
ID: 3481^1
Plane Shift: Blink
ID: 3481^2
PS:
ID: 3481^3
Blink
ID: 3481^4
Causes your body to shift rapidly between the ethereal and the material plane. Any attack made against you during this effect has high chance to miss as it must strike you while you are in the correct plane.
ID: 3481^6
Strikes an enemy with holy might, briefly stunning them and causing between #2 and @2 damage. This spell works on creatures up to level @1.
ID: 3482^1
Flight
ID: 3482^2
Flight
ID: 3482^4
Allows you to float above the ground and avoid falling damage.
ID: 3482^6
Strikes an enemy with holy might, briefly stunning them. This spell works on creatures up to level @1.
ID: 3483^1
Improved Plane Shift
ID: 3483^4
Decreases the reuse timer for your Plane Shift abilities.
ID: 3483^6
Freezes an elemental in stasis, preventing them from taking any action for %z.
ID: 3484^6
Dominates the will of an elemental, allowing you to control them for a short time.
ID: 3485^6
Fills your target's body with supernal cleansing light, healing #1 hit points every six seconds for %z.
ID: 3486^6
Surrounds your group in the maelstrom of Ro, damaging any creature that attacks them.
ID: 3487^6
Blesses your group with the strength of Tunare, increasing their hit points and attack rating for %z.
ID: 3488^1
Swarm of Pain
ID: 3488^2
Swarm
ID: 3488^3
of Pain
ID: 3488^4
Summons a swarm of stinging insects to assault your target for 30 seconds.
ID: 3488^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 3489^6
Fills your target's veins with burning hatred, causing between #1 and @1 damage every 6 seconds for %z.
ID: 3490^6
Covers your body in a protective cloak of living shadow for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 3491^6
Hurls a spear of decay at your target, doing #1 damage.
ID: 3492^6
Fills your target's veins with deadly scorpion venom, causing #2 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 3493^6
Strikes your target with a frost spear, causing between #1 and @1 damage.
ID: 3494^6
Drink it if you dare.
ID: 3498^1
Fungal Malady
ID: 3498^2
Fungal
ID: 3498^3
Malady
ID: 3498^4
Afflicts your target with a dark fungal malady that will cause progressively more damage the longer it effects the target.
ID: 3501^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3502^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3503^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3504^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3505^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3506^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3507^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3508^1
Ward of the Bear
ID: 3508^2
W. of the
ID: 3508^3
the Bear
ID: 3508^4
Places the ward of the bear upon your group, increasing their maximum hit points for 15 minutes.
ID: 3508^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3509^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3510^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3511^1
Ward of the Wolf
ID: 3511^2
W. of the
ID: 3511^3
the Wolf
ID: 3511^4
Places the ward of the wolf upon you group, increasing their run speed for 15 minutes.
ID: 3511^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3512^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3513^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3514^1
Ward of the Tiger
ID: 3514^2
W. of the
ID: 3514^3
the Tiger
ID: 3514^4
Places the ward of the tiger upon your group, increasing their stats for 15 minutes.
ID: 3514^6
Increases the damage of direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3515^6
Increases the damage of direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3516^6
Increases the damage of fire-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3517^1
Ward of the Crocodile
ID: 3517^2
W. of the
ID: 3517^3
the Croc.
ID: 3517^4
Places the ward of the crocodile upon your group, increasing their regeneration rate for 15 minutes.
ID: 3517^6
Increases the damage of fire-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3518^6
Increases the damage of fire-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3519^6
Increases the damage of ice-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3520^1
Ward of the Scaled Wolf
ID: 3520^2
Ward of
ID: 3520^3
the S.Wolf
ID: 3520^4
Places the ward of the scaled wolf upon your group, increasing their attack power and run speed for one hour.
ID: 3520^6
Increases the damage of ice-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3521^6
Increases the damage of ice-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3522^6
Increases the damage of magic-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3523^1
Ward of the Raptor
ID: 3523^2
W. of the
ID: 3523^3
the Raptor
ID: 3523^4
Places the ward of the raptor upon your group, increasing their attack rate for 15 minutes.
ID: 3523^6
Increases the damage of magic-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3524^6
Increases the damage of magic-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3525^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3526^1
Ward of the Garou
ID: 3526^2
W. of the
ID: 3526^3
Garou
ID: 3526^4
Fills your group with the spirit of the garou, increasing their attack speed and attack power for 15 minutes.
ID: 3526^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3527^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3528^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3529^1
Earth Bind
ID: 3529^2
Earth
ID: 3529^3
Bind
ID: 3529^4
Causes the earth to rise up and shackle your target to the ground.
ID: 3529^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3530^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3531^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3532^1
Fire Skin
ID: 3532^2
Fire
ID: 3532^3
Skin
ID: 3532^4
Cloaks your target in an aura of fire that will cause damage to any creature that attacks them.
ID: 3532^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3533^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3534^6
Reduces the cast time of long term detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3535^6
Reduces the cast time of long term beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3536^6
Reduces the cast time of summon creature spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3537^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3538^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3539^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3540^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3541^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3542^1
Healing Adept
ID: 3542^4
This ability increases the maximum effectiveness of your healing spells by 2, 5, and 10 percent.
ID: 3542^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3543^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3544^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3545^1
Healing Gift
ID: 3545^4
This ability grants you a chance to score an exceptional heal at 3, 6, and 10 percent. An exceptional heal doubles the healing value of the spell.
ID: 3545^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3546^6
Reduces the mana cost of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3547^6
Reduces the mana cost of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3548^1
Maul
ID: 3548^2
Maul
ID: 3548^4
Mauls your target with savage fury, causing moderate damage.
ID: 3548^6
Reduces the mana cost of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3549^6
Reduces the hate generated by tashan spells by up to #1 percent. This bonus will decay on spells over level #2.
ID: 3550^6
Reduces the hate generated by tashan spells by up to #1 percent. This bonus will decay on spells over level #2.
ID: 3551^6
You feel a surge of courage from within, increasing your hit-point regeneration by #2 and attack by #3.
ID: 3552^6
You feel a surge of daring from within, increasing your hit-point regeneration by #2 and attack by #3.
ID: 3553^6
You feel a surge of bravery from within, increasing your hit-point regeneration by #2 and attack by #3.
ID: 3554^6
You feel a surge of valor from within, increasing your hit-point regeneration by #2 and attack by #3.
ID: 3555^6
Fills your body with an aura of resolution, increasing your regeneration rate and your attack rating.
ID: 3560^6
Hurls a spear of pain at your target, doing #1 damage.
ID: 3561^6
Hurls a spear of disease at your target, doing #1 damage.
ID: 3562^1
Mana Bolt
ID: 3562^2
Mana
ID: 3562^3
Bolt
ID: 3562^4
Strikes your target with a glowing orb of energy.
ID: 3562^6
Hurls a spear of plague at your target, doing #1 damage.
ID: 3563^6
Increases the dexterity of the user.
ID: 3564^6
Hurls a magically burning arrow at your target, causing #1 damage.
ID: 3565^6
Hurls a magically burning arrow at your target, causing #1 damage.
ID: 3566^6
A poisoned chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 3567^6
A diseased chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 3568^6
Strikes your target with an ice spear, causing between #1 and @1 damage.
ID: 3569^6
Strikes your target with a frost shard, causing between #1 and @1 damage.
ID: 3570^6
Strikes your target with an ice shard, causing between #1 and @1 damage.
ID: 3571^6
Strikes your target with a jet of poison, causing between #1 and @1 damage.
ID: 3572^6
Strikes your target with a jet of poison, causing between #1 and @1 damage.
ID: 3573^6
Strikes your target with a jet of poisonous acid, causing between #1 and @1 damage.
ID: 3574^6
Strikes your target with a jet of poisonous acid, causing between #1 and @1 damage.
ID: 3575^6
Bestows your target with a divine blessing, allowing them to cast spells faster for %z. This blessing works on spells up to level #2.
ID: 3576^1
Gate
ID: 3576^2
Gate
ID: 3576^4
Teleports you back to where your soul is bound.
ID: 3576^6
Bestows your target with a divine blessing, allowing them to cast spells faster for %z. This blessing works on spells up to level #2.
ID: 3577^1
Spirit Sending
ID: 3577^2
Spirit
ID: 3577^3
Sending
ID: 3577^4
Returns you to the spirit shroud master that transformed you.
ID: 3577^6
Emanates a wave of life from the caster, healing @1 hit points for everyone in your group.
ID: 3578^1
Armor Cleave
ID: 3578^2
Armor
ID: 3578^3
Cleave
ID: 3578^4
Exposes weaknesses in your opponents defenses, lowering their armor class for a short time.
ID: 3578^6
Surrounds your group with the aegis of the Underfoot, increasing their hit points for %z.
ID: 3579^6
Fills your group with the spirit of the wild, allowing them to take the form a wolf for %z.
ID: 3580^6
Transforms you into a stout tree, preventing movement, but increasing your regeneration. This spell can only be cast outdoors.
ID: 3581^6
Surrounds you in a cloud of searing steam that damages anything that strikes you, as well as allowing you the benefits of levitation.
ID: 3582^6
Covers your skin in an elemental cloak, protecting you from fire and cold.
ID: 3583^6
Shrinks your pet, allowing it better mobility in tight quarters.
ID: 3584^6
Renews the health of your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, and curses.
ID: 3585^6
Cause all nearby creatures to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 3586^6
Cloaks you in a shimmering illusion that makes you appear to be a Scaled Wolf.
ID: 3587^6
Summons a planar force that partially stops your target with a brief stun and decreases hit points by #1.
ID: 3588^1
Feral Roar
ID: 3588^2
Feral
ID: 3588^3
Roar
ID: 3588^4
An angry bellow that will cause great anger in your target, provoking them to attack you.
ID: 3588^6
The power of the planes is conjured to stun the target.
ID: 3589^6
An ethereal force is beckoned that partially stuns and decreases the target's hit points by #1.
ID: 3590^6
An ethereal force stuns the target.
ID: 3591^6
Imbues a diamond with the power of disease; it consumes a raw diamond and a bubonian blood when cast.
ID: 3592^6
Focuses the essence of Valor into a raw diamond. Consumes a diamond and Blood of Valor when cast.
ID: 3593^6
Imbues a diamond with the power of war. Consumes a raw diamond and a war wraith blood when cast.
ID: 3594^6
Imbues a diamond with the power of torment. Consumes a raw diamond and tormentor blood when cast.
ID: 3595^1
Boon of Vitality
ID: 3595^2
Boon of
ID: 3595^3
Vitality
ID: 3595^4
Grants your target the boon of vitality, increasing their maximum hit points.
ID: 3595^6
Imbues a diamond with the power of justice. Consumes a raw diamond and an alkaline etched stone when cast.
ID: 3599^6
Increases the agility of the user.
ID: 3600^6
Increases the intelligence of the user.
ID: 3601^6
Calms the savage spirit of almost any creature, making them less likely to attack. This spell works on creatures up to level @1, and only works outdoors.
ID: 3602^6
Your target is struck by the wrath of the tempest, decreasing hit points by #1.
ID: 3603^6
Arachnae venom flows through your target, decreasing movement between #2 and @2 for %z.
ID: 3604^6
Clockwork gears whir and stir as a gauze appears to remedy your wounds.
ID: 3605^1
Gift of Speed
ID: 3605^2
Gift of
ID: 3605^3
Speed
ID: 3605^4
Increases your target's attack speed for a short time.
ID: 3606^6
Heals your party with the light of Marr.
ID: 3607^6
A wave of health flows through you, increasing your hit points by #1.
ID: 3608^6
Your body is surrounded by a stinging aura, increasing your damage shield by #4.
ID: 3609^6
Your body is surrounded by a tormenting aura, increasing your damage shield by #4.
ID: 3610^6
Clockwork gears whir and stir as a fletching kit unfolds.
ID: 3611^6
Clockwork gears whir and stir as a mortar and pestle unfolds.
ID: 3612^6
A small prayer sends you to a location inside Shar Vahl.
ID: 3614^6
Movement rate changed by @2 for up to %z.
ID: 3615^1
Malaise
ID: 3615^2
Malaise
ID: 3615^4
Tears away your target's mystical defenses, making them more suspetible to fire, cold, poison, and magical attacks.
ID: 3615^6
A small ethereal passage appears, sending you to a location in Twilight Sea.
ID: 3616^6
Increases the wisdom of the user.
ID: 3617^6
Shadows drift across you, allowing your weapon to damage your enemies by #1 hit points.
ID: 3620^1
Stun
ID: 3620^2
Stun
ID: 3620^4
Stuns your target briefly, as well as causing minor damage.
ID: 3620^6
Shadows burst under your skin, increasing your mana regeneration by #2, hit-point regeneration by #3, and gives you ultravision for %z.
ID: 3621^6
A sharp claw of frost tears into the target, decreasing hit points by #1 and attack by #3 for %z.
ID: 3622^6
A dark siphon engulfs the target, decreasing hit points by #1.
ID: 3623^6
A burning barb strikes the target, decreasing hit points by #1.
ID: 3624^6
Causes you to inflict an angry blow on your target, increasing aggression toward you and decreasing the target's hit points by #2.
ID: 3625^1
Divine Aura
ID: 3625^2
Divine
ID: 3625^3
Aura
ID: 3625^4
Cloaks your body in divine protection, granting you invulnerability for a short time.
ID: 3625^6
An assassin's blood courses through your target, decreasing hit points, dexterity, and aggression toward you for %z.
ID: 3626^1
Gaze of the Beholder
ID: 3626^2
Beholder
ID: 3626^3
Gaze
ID: 3626^4
Charms your target allowing you to control their actions for a short time.
ID: 3626^6
Causes tendrils of fire to engulf your target, decreasing hit points by #1.
ID: 3627^6
An eternal aura glows within you, increasing your hit-point regeneration and mana regeneration by #8 for %z.
ID: 3628^6
A symphony of battle surges through your party, increasing attack speed, strength, and attack for %z.
ID: 3629^6
A dark shimmer surrounds you, increasing your damage absorption between #1 and @1.
ID: 3630^6
Causes the target to experiences a time lapse, decreasing hit points by #1.
ID: 3631^6
Wraps your body in an eternal ward, increasing your resistances and your armor class for %z.
ID: 3632^6
The power of timespin makes your heart race, improving your offense and attack rating.
ID: 3633^6
You cry forth a call of the mistwalker, summoning an aide to your side.
ID: 3634^6
You cry forth a call of death, summoning an aide to your side.
ID: 3635^6
You cry forth a call of faith, summoning an aide to your side.
ID: 3636^6
You cry forth a call of battle, summoning an aide to your side.
ID: 3637^6
You cry forth a call of the beast, summoning an aide to your side.
ID: 3638^6
You cry forth a call to Wu, summoning an aide to your side.
ID: 3639^6
You cry forth a call to Rizlona, summoning an aide to your side.
ID: 3640^1
Pure Water
ID: 3640^2
Pure
ID: 3640^3
Water
ID: 3640^4
Cleanses your target with healing water, potentially removing many poisons, disease, curses, and other detrimental spells.
ID: 3640^6
You cry forth a call of the assassin, summoning an aide to your side.
ID: 3641^6
You summon forth shurikens of eternity to throw at your victims.
ID: 3644^1
Gale Force
ID: 3644^2
Gale
ID: 3644^3
Force
ID: 3644^4
Summons a gust of air around you to stun your enemies.
ID: 3645^1
Fungal Regrowth
ID: 3645^2
Fungal
ID: 3645^3
Regrowth
ID: 3645^4
Covers your group in regenerative spores that will heal their wounds for a short time.
ID: 3645^6
The target feels the sting of Ayonae, decreasing hit points by #1.
ID: 3646^6
The target feels the bite of Bertoxxulous, decreasing its hit points by #1.
ID: 3647^6
Let's start a celebration and light up some fireworks!
ID: 3648^6
Causes the target to stagger as it is hit by a time snap that decreases hit points by #1 and partially stunning it.
ID: 3649^6
Summons a minion of power to your side, attacking your target briefly.
ID: 3650^1
Creeping Plague
ID: 3650^2
Creeping
ID: 3650^3
Plague
ID: 3650^4
Covers your skin in a creeping plague that will often infect those that attack you and slow their attack rate.
ID: 3651^1
Stunning Blow
ID: 3651^2
Stunning
ID: 3651^3
Blow
ID: 3651^4
Slams your target with concussive force, stunning them and causing minor damage.
ID: 3651^6
Calls forth the wind of Marr to regenerate the health, mana, and stamina of your group.
ID: 3652^6
Reduces the mana cost of Condemnation by up to $1 percent.
ID: 3653^6
Reduces the mana cost of Summer's Flame by up to $1 percent.
ID: 3654^6
Reduces the mana cost of Spear of Torment by up to $1 percent.
ID: 3655^6
Reduces the mana cost of Neurotoxin by up to $1 percent.
ID: 3656^1
Dark Gift
ID: 3656^2
Dark
ID: 3656^3
Gift
ID: 3656^4
Consumes your undead form in a cursed darkness that will steal from your body, but feed your mind.
ID: 3656^6
Reduces the mana cost of Strike of Solusek by up to $1 percent.
ID: 3657^6
Reduces the mana cost of Sun Vortex by up to $1 percent.
ID: 3658^6
Reduces the mana cost of Insanity by up to $1 percent.
ID: 3659^6
Causes a wave of refreshment, increasing your hit-point regeneration by #2 for %z.
ID: 3660^6
The spirit of the deep fills you, giving you the ability to see the invisible, breathe under water, and view the world with ultravision for %z.
ID: 3661^6
The venom of a scoriae is summoned forth in a vial, enabling you to apply the poison to your blades.
ID: 3663^1
Dark Siphon
ID: 3663^2
Dark
ID: 3663^3
Siphon
ID: 3663^4
Steals life energy from your target to heal your wounds.
ID: 3670^1
Stone Skin
ID: 3670^2
Stone
ID: 3670^3
Skin
ID: 3670^4
Thickens your stone skin, allowing you to absorb some incoming damage.
ID: 3676^1
Tranquil Blessings
ID: 3676^2
Tranq
ID: 3676^3
Bless
ID: 3676^4
This ability turns the next group buff you cast into a beneficial area effects spell, hitting everyone within its radius, at the cost of doubling the spell's mana usage. May only be used while fast regeneration is active.
ID: 3677^1
Dragon Fear
ID: 3677^2
Dragon Fear
ID: 3677^4
You unleash a mighty roar which will cause many of your enemies to flee in terror.
ID: 3678^1
Lava Breath
ID: 3678^2
Lava Breath
ID: 3678^4
Causes you to spew forth a gout of lava, dealing fire damage to all targets in front of you.
ID: 3679^1
Healing Force
ID: 3679^2
Healing Force
ID: 3679^4
Focuses your power into divine energy which will heal your target's wounds.
ID: 3680^1
Protection of the Ring of Scale
ID: 3680^4
Members of the Ring of Scale are protected by the divine right of the Council. Their watchful blessing gives you strength.
ID: 3681^1
Blessing of Fennin Ro
ID: 3681^4
The Tyrant of Fire has blessed you with divine strength. His voice is the light in a world of darkness. His will is your command.
ID: 3681^6
A long forgotten aria that cleanses the target's body of harmful curses.
ID: 3682^1
Forgotten Prayers
ID: 3682^4
The voices of the Ring and the Tyrant are now silent. The rich warmth of life that the divine voices once infused your life with are cold and forgotten. You seek audience with a new deity, a greater froce to exact your revenge through!
ID: 3682^6
A long forgotten aria that cleanses the target's body of poison and disease.
ID: 3683^1
Dragon Focus
ID: 3683^4
Your draconic heritage has imparted you with an improved channeling skill.
ID: 3683^6
Fills your target's body with ethereal cleansing light, healing between #1 and @1 hit points every 6 seconds for %z.
ID: 3684^6
Bathes your target in the light of life, healing #1 hit points.
ID: 3685^6
Causes you to stop breathing and appear dead to most creatures.
ID: 3686^6
Fills your target's veins with pain, causing @1 damage every 6 seconds for %z.
ID: 3687^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 every 6 seconds for %z.
ID: 3688^6
Calls forth a frozen wind to encase your target in ice, doing @1 damage.
ID: 3689^6
Infects your target with a deadly plague of malaria, causing between #2 and @2 damage every six seconds for %z.
ID: 3690^6
Creates a magical bond between you and your warder, boosting your hit points, as well as increasing your warder's attack speed, armor class, strength, and attack rating for %z.
ID: 3692^6
Cloaks your target in an aura of protection, granting them increased hit points and armor class for %z.
ID: 3693^6
Cleanses the body of your target, curing severe diseases and poisons.
ID: 3694^6
Places your target into a stoic state, healing #1 hit points every 6 seconds for %z, but vastly decreasing their movement speed and attack rate.
ID: 3695^6
Covers your target in a thin layer of frozen water, lowering their armor class and cold resistance for up to %z.
ID: 3696^6
Fills your target's eyes with the spirit of the deep, granting them water breathing, greatly improved night vision, and the ability to see otherwise invisible creatures.
ID: 3697^6
Draws the energy from your target's mind, draining their mana and giving it to you.
ID: 3699^6
Renews the health of your elemental pet, healing between #1 and @1 damage every 6 seconds for %z.
ID: 3700^6
Creates a magical bond with your elemental companion, increasing your hit points, armor class, and magic resistance, while also increasing your pet's attack speed, armor class and strength.
ID: 3702^6
Drains the life from your target, healing you for #5 hit points every six seconds for %z.
ID: 3706^6
Creates a fierce spear of ice to strike your target, causing between #1 and @1 damage.
ID: 3710^6
Causes your eyes to gleam with miraculous visions, increasing your attack speed for %z.
ID: 3712^6
Causes your thoughts to expand as you experience Maelin's meditations, increasing your mana pool by #4 for %z.
ID: 3713^6
Causes your thoughts to expand as you experience Maelin's methodical mind, increasing your mana regeneration by #8 and hit-point regeneration by #10 for %z.
ID: 3714^6
You are engulfed in a primal guard, increasing your attack speed by #1 percent and hit-point regeneration by #4 for %z.
ID: 3716^6
John Troy's Buff
ID: 3717^6
Reduces the mana cost of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3718^6
Reduces the mana cost of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3719^6
Reduces the mana cost of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3720^6
Reduces the mana cost of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3721^6
Reduces the mana cost of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3722^6
Reduces the mana cost of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3723^6
Reduces the mana cost of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3724^6
Reduces the mana cost of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3725^6
Reduces the mana cost of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3726^6
Reduces the mana cost of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3727^6
Reduces the mana cost of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3728^6
Reduces the mana cost of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3729^6
Reduces the mana cost of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3730^6
Reduces the mana cost of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3731^6
Reduces the mana cost of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3732^6
Reduces the mana cost of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3733^6
Reduces the mana cost of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3734^6
Reduces the mana cost of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3735^6
Reduces the mana cost of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3736^6
Reduces the mana cost of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3737^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3738^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3739^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3740^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3781^6
Increases the charisma of the user.
ID: 3782^6
A portal flashes in front of you, teleporting you to a location in Shadeweaver's Thicket.
ID: 3787^6
Clockwork gears whir and stir as a medicine bag appears.
ID: 3788^6
Clockwork gears whir and stir as a reinforced medicine bag appears.
ID: 3789^6
You chant a prayer, creating a portal that leads you to a location in Nektulos Forest.
ID: 3790^6
You chant a prayer, creating a portal that leads you to a location in the Rathe Mountains.
ID: 3792^6
Opens a mystical portal that transports your group to the Stonebrunt Mountains.
ID: 3793^6
Opens an arcane portal that teleports your entire group to the Stonebrunt Mountains.
ID: 3794^6
Opens a mystical portal that transports you to the Stonebrunt Mountains.
ID: 3795^6
Opens an arcane portal that teleports you to the Stonebrunt Mountains.
ID: 3796^6
Your target's mind is tapped, decreasing mana by #1.
ID: 3797^6
Fills your body with angry energy, increasing your strength and agility for %z.
ID: 3798^6
Causes your body to feel light, increasing your stamina by #3 and dexterity by #7 for %z.
ID: 3800^6
Causes your target to be pained by acrimony, decreasing hit points and mana by #2 for %z.
ID: 3801^6
A noxious cloud envelops your target, decreasing hit points by #2 for %z.
ID: 3803^6
Causes the target's mind to brim with annoyance, decreasing hit points by #2 and increasing aggression.
ID: 3804^6
The target's muscles thin, decreasing dexterity and strength by #1 for %z.
ID: 3805^6
Causes a surge of power to careen through your mind, increasing mana by #1 for %z.
ID: 3807^6
Allows you to utter a trickster's calling, summoning an aide to your side.
ID: 3809^6
Allows you to reclaim energy from your surroundings, increasing your hit-point regeneration.
ID: 3811^6
Focuses your target's vision, allowing them to see otherwise invisible creatures, as well as allowing improved night vision.
ID: 3812^6
Prompts a prayer to Rallos Zek, creating a portal that leads you to a location in the Feerrott.
ID: 3813^6
Summons a drogmor mount.
ID: 3814^6
Summons a drogmor mount.
ID: 3815^6
Summons a drogmor mount.
ID: 3816^6
Summons a drogmor mount.
ID: 3817^6
Summons a drogmor mount.
ID: 3818^6
Summons a drogmor mount.
ID: 3819^6
Summons a drogmor mount.
ID: 3820^6
Summons a drogmor mount.
ID: 3821^6
Summons a drogmor mount.
ID: 3822^6
Summons a drogmor mount.
ID: 3823^6
Summons a drogmor mount.
ID: 3824^6
Summons a drogmor mount.
ID: 3825^6
Summons a drogmor mount.
ID: 3826^6
Summons a drogmor mount.
ID: 3827^6
Summons a drogmor mount.
ID: 3828^6
Summons a drogmor mount.
ID: 3829^6
Summons a drogmor mount.
ID: 3830^6
Summons a drogmor mount.
ID: 3831^6
Summons a drogmor mount.
ID: 3832^6
Summons a drogmor mount.
ID: 3833^6
Opens an arcane portal that teleports your target to the Stonebrunt Mountains.
ID: 3834^6
Conjures healing water from the ground, healing @1 damage to your target.
ID: 3835^6
Causes the target to experience an anemone feedback, decreasing moderate damage.
ID: 3836^6
Causes a nematocyst poison to flow through the target, causing moderate damage.
ID: 3837^6
Causes a paralyzing neurotoxin to still the target, decreasing attack speed by #1.
ID: 3842^6
Channels the blood of Nadox to cure your group of poison and disease.
ID: 3843^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3844^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3845^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3846^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 3849^6
Opens an arcane portal that teleports your entire group to the Plane of Hate. Consumes a Fuligan Soulstone of Innoruuk when cast.
ID: 3854^6
Provides a protective barrier for your body, increasing all of your resists by #3 for %z.
ID: 3855^6
Makes the skin turn as hard as stone, increasing your armor class for up to %z.
ID: 3856^6
Forces a new endurance through the body, increasing your hit points by #5 for %z.
ID: 3857^6
Makes the body rejuvenate, increasing your hit-point regeneration by #12 for %z.
ID: 3861^6
Imbues your weapons with the power of pestilence, providing a chance for your weapons to strike with the power of disease.
ID: 3864^6
Imparts your weapons with an ethereal aura for %z, allowing them a chance to strike with the fury of soul claw.
ID: 3867^6
You are enveloped in a spiritual fury, increasing your mana regeneration by #2 and attack by #3.
ID: 3868^6
You are enveloped in a corporeal fury, increasing your hit-point regeneration by #2 and attack by #3.
ID: 3869^6
Allows you to cry an ancient call, summoning an aide to your side.
ID: 3870^6
Summons the power of the tempest to your side in the form of an air elemental that will briefly attack your target.
ID: 3871^6
Vengeful spirits protect you, harming any creatures that strikes you for up to %z.
ID: 3872^6
Savage spirits guard you, increasing your attack by #5 for %z.
ID: 3873^6
Time distorts all around you, increasing your attack speed as well as your attack by #2.
ID: 3874^6
Your mind fills with serenity, increasing your mana regeneration by #1 and hit-point regeneration by #2.
ID: 3875^6
A blessing of twilight fills you, increasing your mana from #1 to @1.
ID: 3876^6
Strikes your opponent with shards of ice, causing @1 points of damage.
ID: 3877^6
Haunting nightmares fill your target, decreasing hit points by #1 and armor class by #9 for %z.
ID: 3878^6
Your target is rent from time shifts, briefly stunning them and doing #1 damage.
ID: 3879^6
Grants an aura of the defender to surround you, increasing your attack by #3 and damage shield by #4.
ID: 3880^6
Allows an aura of the berserker to surround you, increasing your hit-point regeneration by #2 and attack by #3.
ID: 3881^6
Strikes your target with a hand of retribution, decreasing their hit points between #1 and @1 and healing your group in return.
ID: 3883^6
Fills your muscles with fury, increasing the chance of scoring a critical hit with a melee weapon.
ID: 3884^6
Fills your muscles with fury, increasing the chance of scoring a critical hit with a melee weapon.
ID: 3885^6
Fills your muscles with fury, increasing the chance of scoring a critical hit with a melee weapon.
ID: 3886^6
Fills your arms with speed, increasing your chance of performing a double attack.
ID: 3887^6
Fills your arms with speed, increasing your chance of performing a double attack.
ID: 3888^6
Fills your arms with speed, increasing your chance of performing a double attack.
ID: 3889^6
Increases your dodge rating by #1.
ID: 3890^6
Increases your dodge rating by #1.
ID: 3891^6
Increases your dodge rating by #1.
ID: 3892^6
Increases your parry and block rating by #1.
ID: 3893^6
Increases your parry and block rating by #1.
ID: 3894^6
Increases your parry and block rating by #1.
ID: 3895^6
Brings out the hidden speed in your arms, increasing your melee attack speed.
ID: 3896^6
Focuses your hand-eye coordination, increasing your ranged attack accuracy.
ID: 3897^6
Focuses your hand-eye coordination, increasing your ranged attack accuracy.
ID: 3898^6
Focuses your hand-eye coordination, increasing your ranged attack accuracy.
ID: 3899^6
You gain a sense of composure, increasing your mana regeneration by #1 and hit-point regeneration by #1.
ID: 3905^6
Reduces the number of reagents consumed by spells by providing a chance for the spell not to consume the reagent when cast. This bonus will decay on spells over level #2.
ID: 3920^6
The rage of Garudon consumes your target, increasing aggression toward you.
ID: 3921^6
A shimmering portal envelops you, teleporting you to a safe location in the zone.
ID: 3922^6
Your body moves with an echo of anger, increasing your opponent's aggression toward you.
ID: 3923^6
Increases the damage of disease-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 3928^6
Fills your opponent's veins with venom, causing between @3 and #3 damage every six seconds for up to %z.
ID: 3950^6
Increases the ability of the user to resist fire.
ID: 3974^6
Your feet leave the ground, allowing you to levitate for %z.
ID: 3975^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 3976^6
Consumes your target in a sudden torrent of lightning, causing between #1 and @1 damage.
ID: 3979^6
Increases the ability of the user to resist ice.
ID: 3981^6
Crystallizes mana into a physical form, creating five vials of clear mana. Consumes five poison vials and five emeralds when cast.
ID: 3982^6
Crystallizes mana into a physical form, creating five vials of crystallized mana. Consumes five poison vials and five peridots when cast.
ID: 3983^6
Distills mana into a physical form, creating five vials of distilled mana. Consumes five poison vials and ten sapphires when cast.
ID: 3984^6
Enchants five large bricks of Adamantite with magical energy. Consumes five large bricks of Adamantite when cast.
ID: 3985^6
Enchants five large bricks of Brellium with magical energy. Consumes five large bricks of Brellium when cast.
ID: 3986^6
Enchants five large blocks of clay with magical energy. Consumes five large blocks of clay when cast.
ID: 3987^6
Enchants five bars of electrum with magical energy. Consumes five bars of electrum when cast.
ID: 3988^6
Enchants five bars of gold with magical energy. Consumes five bars of gold when cast.
ID: 3989^6
Enchants five large bricks of Mithril with magical energy. Consumes five large bricks of Mithril when cast.
ID: 3990^6
Enchants five bars of platinum with magical energy. Consumes five bars of platinum when cast.
ID: 3991^6
Enchants five bars of silver with magical energy. Consumes five bars of silver when cast.
ID: 3992^6
Enchants five large bricks of Steel with magical energy. Consumes five large bricks of high quality ore when cast.
ID: 3993^6
Enchants five bars of velium with magical energy. Consumes five bars of velium when cast.
ID: 3994^6
Focuses the power of Cazic-Thule into five pieces of amber. Consumes five ambers when cast.
ID: 3995^6
Focuses the power of Prexus into five black pearls. Consumes five black pearls when cast.
ID: 3996^6
Focuses the power of Bertoxxulous into five black sapphires. Consumes five black sapphires when cast.
ID: 3997^6
Focuses the power of Mithaniel Marr into five diamonds. Consumes five diamonds when cast.
ID: 3998^6
Focuses the power of Tunare into five emeralds. Consumes five emeralds when cast.
ID: 3999^6
Focuses the power of Solusek Ro into five fire opals. Consumes five fire opals when cast.
ID: 4000^1
Obscuring Sporecloud
ID: 4000^2
Obscuring
ID: 4000^3
Sporecloud
ID: 4000^4
Cloaks your body in a cloud of shimmering spores that makes you effectively invisible.
ID: 4000^6
Focuses the power of The Tribunal into five pieces of ivory. Consumes five ivories when cast.
ID: 4000^30
EQN: Landmark Founders
ID: 4000^31
This item is free, however you need to own the Settler Founder's Pack or above to receive it.
ID: 4000^32
Buy
ID: 4000^33
EQN: Landmark Founders
ID: 4001^1
Root of Weakness
ID: 4001^2
Root of
ID: 4001^3
Weakness
ID: 4001^4
Entangles the target in roots and lowers its defense.
ID: 4001^6
Focuses the power of Rallos Zek into five pieces of jade. Consumes five jade when cast.
ID: 4001^31
This item is free, however you need to own the Explorer Founder's Pack or above to receive it.
ID: 4002^1
Rage of the Root
ID: 4002^2
Rage of
ID: 4002^3
the Root
ID: 4002^4
Improves the attack speed with sporali rage.
ID: 4002^6
Focuses the power of Rodcet Nife into five opals. Consumes five opals when cast.
ID: 4002^31
This item is free, however you need to own the Trailblazer Founder's Pack to receive it.
ID: 4003^1
Fungal Refreshment
ID: 4003^2
Fungal
ID: 4003^3
Refreshment
ID: 4003^4
Heals your target's wounds.
ID: 4003^6
Focuses the power of Bristlebane into five peridots. Consumes five peridots when cast.
ID: 4004^1
Spore Snooze
ID: 4004^2
Spore
ID: 4004^3
Snooze
ID: 4004^4
Allows you to put an enemy to sleep for a brief period.
ID: 4004^6
Focuses the power of Karana into five plains pebbles. Consumes five plains pebbles when cast.
ID: 4005^1
Fungal Sheen
ID: 4005^2
Fungal
ID: 4005^3
Sheen
ID: 4005^4
Allows your allies to be hit by less damage.
ID: 4005^6
Focuses the power of Erollisi Marr into five pieces of star rose quartz. Consumes five star rose quartz when cast.
ID: 4006^1
Rain of the Spore
ID: 4006^2
Rain of
ID: 4006^3
the Spore
ID: 4006^4
Damages surrounding enemies with raining spores.
ID: 4006^6
Focuses the power of Brell Serilis into five rubies. Consumes five rubies when cast.
ID: 4007^1
Spore Shout
ID: 4007^2
Spore
ID: 4007^3
Shout
ID: 4007^4
A deep bellow that damages your enemy.
ID: 4007^6
Focuses the power of Innoruuk into five sapphires. Consumes five sapphires when cast.
ID: 4008^1
Diseased Spore
ID: 4008^2
Diseased
ID: 4008^3
Spore
ID: 4008^4
A diseased spore that damages the enemy over time.
ID: 4008^6
Focuses the power of Quellious into five topaz. Consumes five topaz when cast.
ID: 4009^6
Distills mana into a physical form, creating five vials of distilled mana. Consumes five poison vials and twenty rubies when cast.
ID: 4010^6
Thickens mana into a physical form. Consumes five poison vials and five pearls when cast.
ID: 4011^1
Blind Fury
ID: 4011^2
Blind
ID: 4011^3
Fury
ID: 4011^4
Increases your ability to fight for a brief period.
ID: 4011^6
Places your pet into a stance that prevents movement, but bestows a damage shield, a mana shield that will protect it from harm, and allows the pet to regenerate mana more quickly. This enhancement will only work on fire-based pets summoned between levels 52 and 73.
ID: 4012^6
Cloaks you in a shimmering illusion that makes you appear to be a Gnoll.
ID: 4014^1
Smash
ID: 4014^2
Smash
ID: 4014^4
Stuns your enemy.
ID: 4016^6
Reduces the chance that spell reagents will be consumed by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4017^1
Blood Rage
ID: 4017^2
Blood
ID: 4017^3
Rage
ID: 4017^4
Hastens your attacks by 5 percent per rank.
ID: 4017^6
Cloaks you in a shimmering illusion that makes you appear to be a Guktan Froglok.
ID: 4018^6
Cloaks you in a shimmering illusion that makes you appear to be a Basilisk.
ID: 4019^6
Cloaks you in a shimmering illusion that makes you appear to be a Bear.
ID: 4020^1
Dark Bellow
ID: 4020^2
Dark
ID: 4020^3
Bellow
ID: 4020^4
Hinders your enemies ability to fight you for a short time.
ID: 4020^6
Cloaks you in a shimmering illusion that makes you appear to be a Earth Elemental.
ID: 4021^6
Cloaks you in a shimmering illusion that makes you appear to be a Fairy.
ID: 4022^6
Cloaks you in a shimmering illusion that makes you appear to be a Goblin.
ID: 4023^1
Wave of Fire
ID: 4023^2
Wave of
ID: 4023^3
Fire
ID: 4023^4
Burns your target with a wave of fire.
ID: 4023^6
Cloaks you in a shimmering illusion that makes you appear to be an Imp.
ID: 4024^1
Tide of Sloth
ID: 4024^2
Tide of
ID: 4024^3
Sloth
ID: 4024^4
Slows your enemy's attacks by 10 percent for rank 1, 15% for rank 2, and 20% for rank 3.
ID: 4024^6
Cloaks you in a shimmering illusion that makes you appear to be a Kobold.
ID: 4025^6
Cloaks you in a shimmering illusion that makes you appear to be a Skeleton.
ID: 4027^1
Fiery Surge
ID: 4027^2
Fiery
ID: 4027^3
Surge
ID: 4027^4
Singes your target with fire.
ID: 4027^6
Focuses mana into the form of a wooden bracelet that increases the damage of many affliction spells. This item works on spells up to level twenty.
ID: 4028^6
Focuses mana into the form of a stone bracelet that increases the damage of many affliction spells. This item works on spells up to level forty four.
ID: 4029^6
Focuses mana into the form of an iron bracelet that increases the damage of many affliction spells. This item works on spells up to level sixty.
ID: 4030^1
Grim Submission
ID: 4030^2
Grim
ID: 4030^3
Subm.
ID: 4030^4
Lulls your target into submission.
ID: 4030^6
Focuses mana into the form of an steel bracelet that increases the damage of many affliction spells. This item works on spells up to level sixty five.
ID: 4033^1
Soothing Remedy
ID: 4033^2
Soothing
ID: 4033^3
Remedy
ID: 4033^4
Heals your target over time.
ID: 4034^1
Orcish Regeneration
ID: 4034^2
Orcish
ID: 4034^3
Regen.
ID: 4034^4
Allows an ally to regenerate health.
ID: 4037^1
Weak Knees
ID: 4037^2
Weak
ID: 4037^3
Knees
ID: 4037^4
Slows your target's movement rate and damages health.
ID: 4038^1
Shadow Creep
ID: 4038^2
Shadow
ID: 4038^3
Creep
ID: 4038^4
This ability provides a previously unheard of level of stealth.
ID: 4039^1
Complete Refreshment
ID: 4039^2
Complete
ID: 4039^3
Refresh.
ID: 4039^4
Completely heals your target.
ID: 4040^1
Hand of Darkness
ID: 4040^2
Hand of
ID: 4040^3
Darkness
ID: 4040^4
Increases the hit points and armor class of your group.
ID: 4041^1
Shadowmend
ID: 4041^2
Shadowmend
ID: 4041^4
Heals your ally.
ID: 4042^1
Soulmend
ID: 4042^2
Soulmend
ID: 4042^4
Resurrects your target.
ID: 4043^1
Arachnae Scream
ID: 4043^2
Arachnae
ID: 4043^3
Scream
ID: 4043^4
Stuns your target.
ID: 4044^1
Voice of Vule
ID: 4044^2
Voice of
ID: 4044^3
Vule
ID: 4044^4
Expands the minds of your party, increasing mana and mana regeneration.
ID: 4045^1
Speed of the Spider
ID: 4045^2
Speed of
ID: 4045^3
the Spider
ID: 4045^4
Increases the agility, dexterity, and offense of the party.
ID: 4046^1
Skinwalker's Mindreave
ID: 4046^2
Skinwalk.
ID: 4046^3
Mindreave
ID: 4046^4
Enthralls your target and surrounding enemies for a short period.
ID: 4047^1
Dire Musings
ID: 4047^2
Dire
ID: 4047^3
Musings
ID: 4047^4
Slows the attack rate of your target.
ID: 4048^1
Thoughtraze
ID: 4048^2
Thoughtraze
ID: 4048^4
Damages your target by stealing its thoughts.
ID: 4049^1
Dark Messenger
ID: 4049^2
Dark
ID: 4049^3
Mess.
ID: 4049^4
Summons a skeleton pet.
ID: 4049^6
Surrounds your group in an aura of protection, warding away fire for %z.
ID: 4050^1
Bite of the Night
ID: 4050^2
Bite of
ID: 4050^3
the Night
ID: 4050^4
A vicious poisonous bite that damages your target over time.
ID: 4050^6
Surrounds your group in an aura of protection, warding away cold for %z.
ID: 4051^1
Chanted Doom
ID: 4051^2
Chanted
ID: 4051^3
Doom
ID: 4051^4
A dark chant that damages the target and slows their movement.
ID: 4051^6
Surrounds your group in an aura of protection, warding away poison for %z.
ID: 4052^1
Vile Spirit
ID: 4052^2
Vile
ID: 4052^3
Spirit
ID: 4052^4
Allows you to draw life your target with a vile spirit, damaging it.
ID: 4052^6
Surrounds your group in an aura of protection, warding away disease for %z.
ID: 4053^1
Spiteful Hex
ID: 4053^2
Spiteful
ID: 4053^3
Hex
ID: 4053^4
Curses your target and drains hit points from it.
ID: 4053^6
Cloaks your group in an aura of temperance, granting them increased hit points and armor class for %z.
ID: 4054^1
Eboncall
ID: 4054^2
Eboncall
ID: 4054^4
A call from the shadows damages the enemy.
ID: 4054^6
Infuses your target with the spirit of the shrew, granting greatly improved night vision and increased movement speed for %z. This spell also functions indoors.
ID: 4055^1
Stormreaver
ID: 4055^2
Stormreaver
ID: 4055^4
A shower of hail and thunder rend your target and those surrounding it.
ID: 4055^6
Infuses your group with the spirit of the shrew, granting greatly improved night vision and increased movement speed for %z. This spell also functions indoors.
ID: 4056^1
Ethereal Carapace
ID: 4056^2
Ethereal
ID: 4056^3
Carapace
ID: 4056^4
A hardened skin that shields you from physical damage.
ID: 4056^6
Cleanses your target's soul, removing minor curses.
ID: 4057^1
Master's Shadow
ID: 4057^2
Master's
ID: 4057^3
Shadow
ID: 4057^4
Guards your target against magical attacks.
ID: 4057^6
Cleanses your target's soul, removing lesser curses.
ID: 4058^1
Ice Spray
ID: 4058^2
Ice
ID: 4058^3
Spray
ID: 4058^4
Freezes your target with a spray of ice.
ID: 4058^6
Fills your group with the spirit of the wild, allowing them to take on the form of a feral beast. This spell also functions indoors.
ID: 4059^1
Needling Annoyance
ID: 4059^2
Needl.
ID: 4059^3
Annoy.
ID: 4059^4
Causes the enemies around you to become more angry with you.
ID: 4059^6
Imparts your weapons with ice magic for %z, allowing them a chance to strike with the fury of winter.
ID: 4060^1
Venomous Roar
ID: 4060^2
Venom.
ID: 4060^3
Roar
ID: 4060^4
Damages your enemy with a venomous roar and increases their anger toward you.
ID: 4061^1
Weakening Roots
ID: 4061^2
Weakening
ID: 4061^3
Roots
ID: 4061^4
Roots your enemy and lowers its defenses.
ID: 4062^1
Root Rage
ID: 4062^2
Root
ID: 4062^3
Rage
ID: 4062^4
Increases your attack speed.
ID: 4062^6
Grips your body in an unholy darkness, slowly draining your health while increasing your attack rating.
ID: 4063^1
Fungal Rejuvenation
ID: 4063^2
Fungal
ID: 4063^3
Rejuv.
ID: 4063^4
Heals your target's wounds.
ID: 4063^6
Grips your body in an unholy darkness, slowly draining your health while increasing your attack rating.
ID: 4064^1
Sleeping Spore
ID: 4064^2
Sleeping
ID: 4064^3
Spore
ID: 4064^4
Puts your enemy to sleep.
ID: 4064^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 4065^1
Fungal Coat
ID: 4065^2
Fungal
ID: 4065^3
Coat
ID: 4065^4
Lessens the amount of damage you take.
ID: 4065^6
Cloaks your group in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 4066^1
Spore Shower
ID: 4066^2
Spore
ID: 4066^3
Shower
ID: 4066^4
Sends a shower of spores over the enemies near you.
ID: 4066^6
Summons a cosmic ice meteor from the heavens, causing between #1 and @1 damage to your target.
ID: 4067^1
Spore Yaulp
ID: 4067^2
Spore
ID: 4067^3
Yaulp
ID: 4067^4
A loud cry that will damage your enemy.
ID: 4067^6
Places the ward of Calrena on your target, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a jasper when cast.
ID: 4068^1
Diseased Sporeling
ID: 4068^2
Diseased
ID: 4068^3
Sporeling
ID: 4068^4
Launches a diseased spore at your enemy that damages it over time.
ID: 4068^6
Places the guard of Calrena on your target, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 4069^1
Fairy Freeze
ID: 4069^2
Fairy
ID: 4069^3
Freeze
ID: 4069^4
Stuns the enemy.
ID: 4069^6
Places the protection of Calrena on your target, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 4070^1
Fairy Fire
ID: 4070^2
Fairy
ID: 4070^3
Fire
ID: 4070^4
Slowly burns the target.
ID: 4070^6
Envelops you in a magical ward, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 4071^1
Faith of the Fay
ID: 4071^2
Faith of
ID: 4071^3
the Fay
ID: 4071^4
Heals your target's wounds.
ID: 4071^6
Envelops you in a magical ward, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 4072^1
Fairy Dust
ID: 4072^2
Fairy
ID: 4072^3
Dust
ID: 4072^4
Increases the enemy's hate toward you.
ID: 4072^6
Cloaks you in a shimmering illusion, allowing you to take on the appearance of your target. Consumes a peridot when cast.
ID: 4073^1
Fairy's Embrace
ID: 4073^2
Fairy's
ID: 4073^3
Embrace
ID: 4073^4
Heals you and your party members.
ID: 4073^6
Places the Ward of Alendar on your target, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a bloodstone when cast.
ID: 4074^1
Fairy Fright
ID: 4074^2
Fairy
ID: 4074^3
Fright
ID: 4074^4
Strikes fear into your enemy.
ID: 4074^6
Places the Guard of Alendar on your target, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a jasper when cast.
ID: 4075^1
Last Stand
ID: 4075^2
Last
ID: 4075^3
Stand
ID: 4075^4
Conjures a maelstrom of psychic energy around you that will damage your opponents.
ID: 4075^6
Places the Protection of Alendar on your target, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 4076^1
Lava Breath
ID: 4076^2
Lava
ID: 4076^3
Breath
ID: 4076^4
A fiery breath encases your enemies in a raging inferno.
ID: 4076^6
Places the Bulwark of Alendar on your target, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 4077^1
Dragon Roar
ID: 4077^2
Dragon
ID: 4077^3
Roar
ID: 4077^4
Bellows a chilling roar, causing nearby enemies to flee.
ID: 4077^6
Dominates your target's mind, allowing you to control them for a short time. This spell works on creatures up to level @1. This spell is unresistable.
ID: 4078^1
Elixir of Recovery
ID: 4078^2
Elixir of
ID: 4078^3
Recovery
ID: 4078^4
Heals your target over time.
ID: 4078^6
Creates an circle of burning sand around you, causing @1 damage to all nearby creatures.
ID: 4079^1
Rage of Ultrok
ID: 4079^2
Rage of
ID: 4079^3
Ultrok
ID: 4079^4
Calls the frenzied spirits of the wurines.
ID: 4079^6
Places the Ward of Calliav on your pet, absorbing up to @1 damage from the next #1 melee strikes or direct damage spells that hit it.
ID: 4080^1
Spirit Claws
ID: 4080^2
Spirit
ID: 4080^3
Claws
ID: 4080^4
Causes the enemies attacks to be slowed.
ID: 4080^6
Places the Guard of Calliav on your pet, absorbing up to @1 damage from the next #1 melee strikes or direct damage spells that hit it.
ID: 4081^1
Sacrificial Melioration
ID: 4081^2
Sacrific.
ID: 4081^3
Meliorat.
ID: 4081^4
Allows a werewolf to convert hit points to mana.
ID: 4081^6
Places the Protection of Calliav on your pet, absorbing up to @1 damage from the next #1 melee strikes or direct damage spells that hit it.
ID: 4082^1
Contagion of Fate
ID: 4082^2
Contag.
ID: 4082^3
of Fate
ID: 4082^4
Poisons the enemy with a powerful contagion.
ID: 4082^6
Focuses mana into an orb of exploration which provides greatly improved night vision and the ability to see normally invisible creatures.
ID: 4083^1
Desolation of the Werewolf
ID: 4083^2
Des. of the
ID: 4083^3
Werewolf
ID: 4083^4
Surrounds your enemies in a fiery ring.
ID: 4083^6
Increases the damage of your companions' direct damage spells by up to $1 percent. This bonus will decay on spells over level #11.
ID: 4084^1
Great Wuria's Rejuvenation
ID: 4084^2
G. Wuria's
ID: 4084^3
Rejuven.
ID: 4084^4
Brings the healing power of the Great Wuria spirit to the target.
ID: 4084^6
Increases the damage of your companions' direct damage spells by up to $1 percent. This bonus will decay on spells over level #11.
ID: 4085^1
Bellow of Hate
ID: 4085^2
Bellow
ID: 4085^3
of Hate
ID: 4085^4
Bellows taunts at your opponent, focusing their anger on you.
ID: 4085^6
Increases the damage of your companions' duration damage spells by up to $1 percent. This bonus will decay on spells over level #11.
ID: 4086^1
Stunning Roar
ID: 4086^2
Stunning
ID: 4086^3
Roar
ID: 4086^4
Causes all nearby enemies to focus on you.
ID: 4086^6
Increases the damage of your companions' duration damage spells by up to $1 percent. This bonus will decay on spells over level #11.
ID: 4087^1
Coral Skin
ID: 4087^2
Coral
ID: 4087^3
Skin
ID: 4087^4
Protects your target in a sheen of coral which will absorb some damage before fading.
ID: 4087^6
Increases the damage of your companions' duration damage spells by up to $1 percent. This bonus will decay on spells over level #11. Increases your companions' attack speed by #2 percent.
ID: 4088^1
Gasping Embrace
ID: 4088^2
Gasping
ID: 4088^3
Embrace
ID: 4088^4
Strangles your target
ID: 4088^6
Places the Ward of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 4089^1
Entrance
ID: 4089^2
Entrance
ID: 4089^4
Causes your target to fall asleep
ID: 4089^6
Places the Guard of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 4090^1
Clarity
ID: 4090^2
Clarity
ID: 4090^4
Increases your target's mana regen
ID: 4090^6
Places the Protection of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 4091^1
Gift of Temperance
ID: 4091^2
Gift of
ID: 4091^3
Temp.
ID: 4091^4
Increase's your target's hit points
ID: 4091^6
Places the Bulwark of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 4092^1
Superior Healing
ID: 4092^2
Superior
ID: 4092^3
Healing
ID: 4092^4
Heals your target's wounds
ID: 4092^6
Inflicts an ancient curse upon your target, causing between #2 and @2 damage every six seconds for %z.
ID: 4093^1
Celestial Remedy
ID: 4093^2
Celestial
ID: 4093^3
Remedy
ID: 4093^4
Heals your target wounds over a short time.
ID: 4093^6
Inflicts an ancient curse upon your target, causing between #2 and @2 damage every six seconds for %z.
ID: 4094^1
Instill
ID: 4094^2
Instill
ID: 4094^4
Adheres your target's feet to the ground.
ID: 4094^6
Inflicts an ancient curse upon your target, causing between #2 and @2 damage every six seconds for %z.
ID: 4095^1
Cannibalize
ID: 4095^2
Cannibalize
ID: 4095^4
Trades health for mana
ID: 4095^6
Inflicts an ancient curse upon your target, causing between #2 and @2 damage every six seconds for %z.
ID: 4096^1
Swift Like the Wind
ID: 4096^2
Swift Like
ID: 4096^3
the Wind
ID: 4096^4
Increases your target's attack speed.
ID: 4096^6
Inflicts a dark curse upon your target, causing between #2 and @2 damage every six seconds for %z.
ID: 4097^1
Blinding Dust
ID: 4097^2
Blinding
ID: 4097^3
Dust
ID: 4097^4
Throws dust in your target's eyes, causing them to miss more frequently for a short time.
ID: 4097^6
Inflicts a dark curse upon your target, causing between #2 and @2 damage every six seconds for %z.
ID: 4098^1
Whirlwind
ID: 4098^2
Whirlwind
ID: 4098^4
Strikes your target so fast that they will spin in the air momentarily stunned.
ID: 4098^6
Inflicts a dark curse upon your target, causing between #2 and @2 damage every 6 seconds for %z.
ID: 4099^1
Bellow
ID: 4099^2
Bellow
ID: 4099^4
Distracts the target so it focuses on you.
ID: 4099^6
Surrounds your body in a reflective aura, providing a chance for all incoming spells to rebound back against the caster.
ID: 4100^1
Evasive Discipline
ID: 4100^2
Evasive
ID: 4100^3
Discipline
ID: 4100^4
You assume an evasive fighting style.
ID: 4100^6
Surrounds your body in a reflective aura, providing a chance for all incoming spells to rebound back against the caster.
ID: 4101^1
Power Slam
ID: 4101^2
Power
ID: 4101^3
Slam
ID: 4101^4
You are able to stun the enemy.
ID: 4101^6
Disrupts the dark energy of the undead, causing between #1 and @1 damage.
ID: 4102^1
Cover
ID: 4102^2
Cover
ID: 4102^4
Enables you to guard your companions.
ID: 4102^6
Disrupts the dark energy of the undead, causing between #1 and @1 damage.
ID: 4103^1
Crippling Strike
ID: 4103^2
Crippling
ID: 4103^3
Strike
ID: 4103^4
Enables you to slow your enemy for a short period.
ID: 4103^6
Disrupts the dark energy of the undead, causing between #1 and @1 damage.
ID: 4104^1
Corporeal Empathy
ID: 4104^2
Corporeal
ID: 4104^3
Empathy
ID: 4104^4
Heals your target's wounds.
ID: 4104^6
Inflicts the vengeance of the wild on your target, causing between #2 and @2 damage every six seconds for %z.
ID: 4105^1
Ignite Blood
ID: 4105^2
Ignite
ID: 4105^3
Blood
ID: 4105^4
Burns your target's blood.
ID: 4105^6
Inflicts the vengeance of the wild on your target, causing between #2 and @2 damage every six seconds for %z.
ID: 4106^1
Invoke Fear
ID: 4106^2
Invoke
ID: 4106^3
Fear
ID: 4106^4
Causes the target to be feared.
ID: 4106^6
Inflicts the vengeance of the wild on your target, causing between #2 and @2 damage every six seconds for %z.
ID: 4107^1
Splurt
ID: 4107^2
Splurt
ID: 4107^4
Causes more damage to the target over time.
ID: 4107^6
Fills you with the spirit of the wild, allowing you to take on the form of a feral beast. This spell also functions indoors.
ID: 4108^1
Drain Soul
ID: 4108^2
Drain
ID: 4108^3
Soul
ID: 4108^4
Drains the life force of your target
ID: 4108^6
Bestows your group with a divine blessing, allowing them to cast spells faster for %z. This blessing effects spells up to level 65.
ID: 4109^1
Invoke Death
ID: 4109^2
Invoke
ID: 4109^3
Death
ID: 4109^4
Summons a skeleton pet to serve you.
ID: 4109^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 4110^1
Provoke
ID: 4110^2
Provoke
ID: 4110^4
Causes your enemy to become enraged at you.
ID: 4110^6
Strikes your target with burning sand, causing @1 damage.
ID: 4111^1
Wrath
ID: 4111^2
Wrath
ID: 4111^4
Strikes your enemy with holy thunder.
ID: 4111^6
Summons a swarm of insects with burning mandibles, causing @1 damage every six seconds for %z.
ID: 4112^1
Holy Might
ID: 4112^2
Holy
ID: 4112^3
Might
ID: 4112^4
Stuns your target with holy might.
ID: 4112^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 4113^1
Stonestance
ID: 4113^2
Stonestance
ID: 4113^4
Your body becomes one with the earth, granting you greatly increased damage mitigation.
ID: 4113^6
An ethereal fist strikes the target, decreasing hit points between #1 and @1.
ID: 4114^1
Whirlwind
ID: 4114^2
Whirlwind
ID: 4114^4
You become a raging whirlwind of destruction, riposteing all incoming frontal melee attacks.
ID: 4115^1
Lich
ID: 4115^2
Lich
ID: 4115^4
Exchanges health for mana.
ID: 4116^1
Augment Death
ID: 4116^2
Augment
ID: 4116^3
Death
ID: 4116^4
Provides increased fighting power for your pet.
ID: 4117^1
Superior Healing
ID: 4117^2
Superior
ID: 4117^3
Healing
ID: 4117^4
Heals your target's wounds.
ID: 4118^1
Turgur's Insects
ID: 4118^2
Turgur's
ID: 4118^3
Insects
ID: 4118^4
Slows the target.
ID: 4119^1
Spirit of the Puma
ID: 4119^2
Spirit of
ID: 4119^3
the Puma
ID: 4119^4
Improves the offense of your group.
ID: 4120^1
Phantom Call
ID: 4120^2
Phantom
ID: 4120^3
Call
ID: 4120^4
Causes your target to hear strange noises and become distracted, making them much less likely to notice enemies.
ID: 4121^1
Healing Will
ID: 4121^2
Healing
ID: 4121^3
Will
ID: 4121^4
Focuses your will into healing energy.
ID: 4122^1
Nimble
ID: 4122^2
Nimble
ID: 4122^4
Allows you to dodge every frontal melee attack for 12 seconds.
ID: 4123^1
Twisted Chance
ID: 4123^2
Twisted
ID: 4123^3
Chance
ID: 4123^4
Every melee attack you make for 30 seconds has a greatly increased chance to crit and can not miss.
ID: 4124^1
Imperceptible
ID: 4124^2
Imperceptible
ID: 4124^4
Adds a chance for your attacks to befuddle your opponent, causing them to lose track of you.
ID: 4125^1
Assassin's Feint
ID: 4125^2
Assassin's
ID: 4125^3
Feint
ID: 4125^4
Strikes your opponent to disorent them. They will be unable to act for 12 seconds.
ID: 4130^1
Spirit Quickening
ID: 4130^2
Spirit
ID: 4130^3
Quickening
ID: 4130^4
Bolsters your spirit companion.
ID: 4131^1
Frenzied Spirit
ID: 4131^2
Frenzied
ID: 4131^3
Spirit
ID: 4131^4
Summons a spirit to your side.
ID: 4132^1
Envenomed Bolt
ID: 4132^2
Envenomed
ID: 4132^3
Bolt
ID: 4132^4
Strikes your target with a bolt of poison that does damage over time.
ID: 4133^1
Infusion of Spirit
ID: 4133^2
Infusion
ID: 4133^3
of Spirit
ID: 4133^4
Improves the strength, dexterity, and stamina of your target.
ID: 4134^1
Malosi
ID: 4134^2
Malosi
ID: 4134^4
Decreases your target's resistance.
ID: 4135^1
Dazzle
ID: 4135^2
Dazzle
ID: 4135^4
Mesmerizes your target.
ID: 4136^1
Gasping Embrace
ID: 4136^2
Gasping
ID: 4136^3
Embrace
ID: 4136^4
Reduces the strength and agility of your target and hit points over time.
ID: 4137^1
Group Resist Magic
ID: 4137^2
Group Res.
ID: 4137^3
Magic
ID: 4137^4
Increases your group's resistance to magic effects.
ID: 4138^1
Theft of Thought
ID: 4138^2
Theft of
ID: 4138^3
Thought
ID: 4138^4
Drains the mana of the target and gives it to you.
ID: 4139^1
Swift Like the Wind
ID: 4139^2
Swift Like
ID: 4139^3
the Wind
ID: 4139^4
Improves the attack speed of your target.
ID: 4140^1
Boon of the Clear Mind
ID: 4140^2
Bond of the
ID: 4140^3
Clear Mind
ID: 4140^4
Increases the mana regeneration of your group.
ID: 4141^1
Blanket of Forgetfulness
ID: 4141^2
Blanket of
ID: 4141^3
Forgetfulness
ID: 4141^4
Attacks the minds of all enemies in the vicinity of your target, providing a chance to forget those that have done them harm.
ID: 4142^1
Shadow
ID: 4142^2
Shadow
ID: 4142^4
Causes your target's image to blur, making it harder for your opponents to hit you by increasing your armor class.
ID: 4150^1
Healing
ID: 4150^2
Healing
ID: 4150^4
Heals your target's wounds
ID: 4151^1
Skin like Steel
ID: 4151^2
Skin Like
ID: 4151^3
Steel
ID: 4151^4
Grants your target increased hit points and armor class
ID: 4152^1
Immolate
ID: 4152^2
Immolate
ID: 4152^4
Iniflicts burns on your target, causing them to burn for a short time.
ID: 4153^1
Ensnaring Roots
ID: 4153^2
Ensnaring
ID: 4153^3
Roots
ID: 4153^4
Traps your target's feet in roots, preventing them from moving and causing minor damage.
ID: 4154^1
Cancel Magic
ID: 4154^2
Cancel
ID: 4154^3
Magic
ID: 4154^4
Strips magical effects from your target.
ID: 4155^1
Careless Lightning
ID: 4155^2
Careless
ID: 4155^3
Lightning
ID: 4155^4
Strikes your target with a lightning bolt.
ID: 4156^1
Snare
ID: 4156^2
Snare
ID: 4156^4
Grips your target's feet in clinging vines, slowing their movement rate.
ID: 4157^1
Stinging Swarm
ID: 4157^2
Stinging
ID: 4157^3
Swarm
ID: 4157^4
Summons a swarm of insects to attack your target.
ID: 4158^1
Shield of Thistles
ID: 4158^2
Shield of
ID: 4158^3
Thistles
ID: 4158^4
Covers your target's skin in sharp thorns, causing damage to any creature that attacks them.
ID: 4159^1
Ignite
ID: 4159^2
Ignite
ID: 4159^4
Ignites your target's skin, causing moderate damage.
ID: 4160^1
Firefist
ID: 4160^2
Firefist
ID: 4160^4
Fills your hands with the power of fire, increasing your attack rating.
ID: 4161^1
Throw Stone
ID: 4161^2
Throw
ID: 4161^3
Stone
ID: 4161^4
Hurls a rock at your target.
ID: 4162^1
Focused Will
ID: 4162^2
Focused
ID: 4162^3
Will
ID: 4162^4
Focuses your will into healing energy.
ID: 4163^1
Greater Healing
ID: 4163^2
Greater
ID: 4163^3
Healing
ID: 4163^4
Heals your target's wounds.
ID: 4164^1
Malaisement
ID: 4164^2
Malaisement
ID: 4164^4
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 4165^1
Tagar's Insects
ID: 4165^2
Tagar's
ID: 4165^3
Insects
ID: 4165^4
Engulfs your target in a swarm of insects, slowing their attack rate.
ID: 4166^1
Envenomed Breath
ID: 4166^2
Envenomed
ID: 4166^3
Breath
ID: 4166^4
Fills your target's blood with poison.
ID: 4167^1
Minor Conjuration Earth
ID: 4167^2
MC:
ID: 4167^3
Earth
ID: 4167^4
Summons an earth elemental to aid you in battle.
ID: 4168^1
Minor Conjuration Water
ID: 4168^2
MC:
ID: 4168^3
Water
ID: 4168^4
Summons a water elemental to aid you in battle.
ID: 4169^1
Cinder Bolt
ID: 4169^2
Cinder
ID: 4169^3
Bolt
ID: 4169^4
Burns your target's skin with a cinder bolt.
ID: 4170^1
Refresh Summoning
ID: 4170^2
Refresh
ID: 4170^3
Summoning
ID: 4170^4
Heals your elemental minion.
ID: 4171^1
Rain of Lava
ID: 4171^2
Rain of
ID: 4171^3
Lava
ID: 4171^4
Conjures a rain of lava that assaults all creatures in the vicinity of your target.
ID: 4172^1
Nullify Magic
ID: 4172^2
Nullify
ID: 4172^3
Magic
ID: 4172^4
Cancels magical enchantments affecting your target.
ID: 4173^1
Bramblecoat
ID: 4173^2
Bramblecoat
ID: 4173^4
Surrounds your body in a coat of brambles that increases your armor class, as well as harming those that strike you.
ID: 4174^1
Spirit of Wolf
ID: 4174^2
Spirit
ID: 4174^3
of Wolf
ID: 4174^4
Infuses your target with the spirit of the wolf, increasing their movement speed.
ID: 4175^1
Flaming Arrow
ID: 4175^2
Flaming
ID: 4175^3
Arrow
ID: 4175^4
Fires a flaming arrow at your current target.
ID: 4176^1
Regeneration
ID: 4176^2
Regen.
ID: 4176^4
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 4177^1
Drones of Doom
ID: 4177^2
Drones
ID: 4177^3
of Doom
ID: 4177^4
Commands a swarm of insects to attack your target relentlessly.
ID: 4178^1
Lightning Strike
ID: 4178^2
Lightning
ID: 4178^3
Strike
ID: 4178^4
Calls down lightning from the sky, causing damage to all those in the vicinity of your target.
ID: 4179^1
Mind Race
ID: 4179^2
Mind
ID: 4179^3
Race
ID: 4179^4
This spell will increase the mana regeneration of the target.
ID: 4180^1
Perfect Heal
ID: 4180^2
Perfect
ID: 4180^3
Heal
ID: 4180^4
Completely and perfectly heals an ally.
ID: 4181^1
Necrotic Cry
ID: 4181^2
Necrotic
ID: 4181^3
Cry
ID: 4181^4
Damages all the enemies around you and increases thier hate toward you.
ID: 4182^1
Darkstrike
ID: 4182^2
Dark
ID: 4182^3
Strike
ID: 4182^4
Strikes your enemies for high damage with blinding speed.
ID: 4183^1
Spinebreak
ID: 4183^2
Spinebreak
ID: 4183^4
Stuns your enemy as your snap its spine.
ID: 4184^1
Recovery
ID: 4184^2
Recovery
ID: 4184^4
Completely heals your ally.
ID: 4185^1
Blood Elixir
ID: 4185^2
Blood
ID: 4185^3
Elixir
ID: 4185^4
Heals your ally over time.
ID: 4186^1
Seductive Charm
ID: 4186^2
Seduct.
ID: 4186^3
Charm
ID: 4186^4
Charms your enemy.
ID: 4186^6
Covers your opponent in crumbling earth, causing @1 damage and briefly stunning them. This effect works on creatures up to level 55.
ID: 4187^1
Fangs of Night
ID: 4187^2
Fangs of
ID: 4187^3
Night
ID: 4187^4
Damages your enemy over time.
ID: 4188^1
Torn Spirit
ID: 4188^2
Torn
ID: 4188^3
Spirit
ID: 4188^4
A very harmful spell that taps the life of your enemy.
ID: 4189^1
Hateful Hex
ID: 4189^2
Hateful
ID: 4189^3
Hex
ID: 4189^4
A direct damage spell that tears the life from your foe.
ID: 4190^1
Feign Death
ID: 4190^2
Feign
ID: 4190^3
Death
ID: 4190^4
Allows you to fool your enemy into believing you are dead.
ID: 4191^1
Throw Stone
ID: 4191^2
Throw
ID: 4191^3
Stone
ID: 4191^4
Throw a stone at your enemy to attract attention.
ID: 4191^6
Causes the vengeance of Nortlav to envelop you, increasing your attack between #1 and @1 for %z.
ID: 4192^1
Dire Ice Spray
ID: 4192^2
Dire Ice
ID: 4192^3
Spray
ID: 4192^4
Devastates your enemy with a deadly spray of ice.
ID: 4193^1
Arcane Raze
ID: 4193^2
Arcane
ID: 4193^3
Raze
ID: 4193^4
A magic area-of-effect that rends enemies around the caster.
ID: 4194^1
Lava Bolt
ID: 4194^2
Lava
ID: 4194^3
Bolt
ID: 4194^4
A fire spell that devastates your enemy.
ID: 4195^1
Burnout III
ID: 4195^2
Burnout
ID: 4195^3
III
ID: 4195^4
A spell that improves the offense of your pet.
ID: 4196^1
Shield of Lava
ID: 4196^2
Shield
ID: 4196^3
of Lava
ID: 4196^4
Adds a shield of lava to your target that will burn those who touch it.
ID: 4196^6
Increases the ability of the user to resist magic.
ID: 4197^1
Greater Conjuration of Earth
ID: 4197^2
Gr. Conj.
ID: 4197^3
Earth
ID: 4197^4
Summons an earth elemental to fight alongside a magician.
ID: 4198^1
Stoicism
ID: 4198^2
Stoicism
ID: 4198^4
Heals your target over time, but reduces movement speed and attack rate.
ID: 4198^6
A strong force of stone strikes your target, causing #2 damage and briefly stunning them.
ID: 4199^1
Fascination
ID: 4199^2
Fascination
ID: 4199^4
Enthralls all creatures in a small radius around your target.
ID: 4200^1
Eternal Thought
ID: 4200^2
Eternal
ID: 4200^3
Thought
ID: 4200^4
Speeds your thoughts to an incredible rate, vastly increasing your mana regeneration rate.
ID: 4200^6
Increases the damage of ice-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4201^1
Pure Thought
ID: 4201^2
Pure
ID: 4201^3
Thought
ID: 4201^4
Clears your target's thoughts, increasing their mana regeneration rate.
ID: 4201^6
Increases the damage of fire-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4202^6
Increases the damage of disease-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4203^6
Increases the damage of magic-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4204^6
Increases the damage of long term poison-based damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4205^6
Increases the damage of long term fire-based damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4206^6
Increases the damage of long term disease-based damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4207^6
Increases the damage of long term magic-based damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4208^6
Increases the potency of targeted healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4209^6
Increases the potency of group healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4210^6
A magical chant that causes damage to an enemy and makes them more vulnerable to magic.
ID: 4211^1
Bindings of Terror
ID: 4211^2
Bindings
ID: 4211^3
of Terr.
ID: 4211^4
Ensnares your target and surrounding enemies in ethereal bindings.
ID: 4211^6
Forces the target to giggle uncontrollably, decreasing hit points by #2.
ID: 4212^1
Mindshine
ID: 4212^2
Mindshine
ID: 4212^4
Improves the target group's intelligence, wisdom, maximum mana and mana regeneration.
ID: 4212^6
Hastens your natural healing, allowing you to recover hit points faster.
ID: 4213^1
Reaper's Stance
ID: 4213^2
Reaper's
ID: 4213^3
Stance
ID: 4213^4
Improves your armor class and reflects damage when hit.
ID: 4213^6
Hastens your natural healing, allowing you to recover hit points faster.
ID: 4214^1
Caustic Comet
ID: 4214^2
Caustic
ID: 4214^3
Comet
ID: 4214^4
Rends your target with a burning comet.
ID: 4214^6
Hastens your natural healing, allowing you to recover hit points faster.
ID: 4215^1
Ice Comet
ID: 4215^2
Ice
ID: 4215^3
Comet
ID: 4215^4
Strikes your target with a deadly ice comet.
ID: 4215^6
Hastens your natural healing, allowing you to recover hit points faster.
ID: 4216^1
Rend
ID: 4216^2
Rend
ID: 4216^4
Strikes your target with a bolt of destructive energy.
ID: 4216^6
Hastens your natural healing, allowing you to recover hit points faster.
ID: 4217^1
Draught of Fire
ID: 4217^2
Draught
ID: 4217^3
of Fire
ID: 4217^4
Burns your target with a draught of fire.
ID: 4217^6
Hastens your natural healing, allowing you to recover hit points faster.
ID: 4218^1
Siphon Life
ID: 4218^2
Siphon
ID: 4218^3
Life
ID: 4218^4
Tears the lifeforce from your target causing damage and healing you for the amount of damage inflicted.
ID: 4218^6
Hastens your natural healing, allowing you to recover hit points faster.
ID: 4219^1
Harmshield
ID: 4219^2
Harmshield
ID: 4219^4
Cloaks your body in an impenetrable barrier of dark energy for a short time.
ID: 4219^6
Surrounds your target in a shield of pain that causes damage to anything that strikes for up to %z.
ID: 4220^1
Shroud of Pain
ID: 4220^2
Shroud
ID: 4220^3
of Pain
ID: 4220^4
Steals your target's defensive aura, lowering their armor class and increasing your own.
ID: 4220^6
Surrounds your target in a shield of pain that causes damage to anything that strikes for up to %z.
ID: 4221^1
Abduction of Stength
ID: 4221^2
Abduc.
ID: 4221^3
of Str.
ID: 4221^4
Steals strength from your target to increase your own.
ID: 4221^6
Surrounds your target in a shield of pain that causes damage to anything that strikes for up to %z.
ID: 4222^1
Mental Corruption
ID: 4222^2
Mental
ID: 4222^3
Corruption
ID: 4222^4
Covers your hands in a nimbus of dark energy that will sometimes steal life energy from your target in melee combat to restore your mana.
ID: 4222^6
Surrounds your target in a shield of pain that causes damage to anything that strikes for up to %z.
ID: 4223^1
Ultravision
ID: 4223^2
Ultravision
ID: 4223^4
Grants your target ultravision, allowing them better vision in dark areas.
ID: 4223^6
Surrounds your target in a shield of pain that causes damage to anything that strikes for up to %z.
ID: 4224^1
Wildspeed
ID: 4224^2
Wild
ID: 4224^3
speed
ID: 4224^4
Grants your target the speed of the wild, increasing their movement rate.
ID: 4224^6
Surrounds your target in a shield of pain that causes damage to anything that strikes for up to %z.
ID: 4225^1
Spiritfury
ID: 4225^2
Spiritf.
ID: 4225^4
Calls the fury of the spirits and creates a damage shield around the caster.
ID: 4225^6
Surrounds your target in a shield of pain that causes damage to anything that strikes for up to %z.
ID: 4226^1
Draygun's Chant
ID: 4226^2
Draygun's
ID: 4226^3
Chant
ID: 4226^4
Stuns your target.
ID: 4226^6
Surrounds your target in a shield of pain that causes damage to anything that strikes for up to %z.
ID: 4227^1
Illsalin's Protection
ID: 4227^2
Illsalin's
ID: 4227^3
Protect.
ID: 4227^4
Increases the hit points and armor class of your target.
ID: 4227^6
Surrounds your target in a shield of pain that causes damage to anything that strikes for up to %z.
ID: 4228^1
Soul Reprisal
ID: 4228^2
Soul
ID: 4228^3
Repris
ID: 4228^4
Heals your ally.
ID: 4228^6
Surrounds your target in a shield of pain that causes damage to anything that strikes for up to %z.
ID: 4229^1
Deepspite
ID: 4229^2
Deepspite
ID: 4229^4
Strikes your target with a magical attack.
ID: 4229^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4230^1
Shiliskin Vigor
ID: 4230^2
Shilis.
ID: 4230^3
Vigor
ID: 4230^4
Increases the agility, dexterity, and offense of the party.
ID: 4230^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4231^1
Draygun's Psyche
ID: 4231^2
Draygun's-
ID: 4231^3
Psyche
ID: 4231^4
Expands the minds of your party, increasing mana and mana regeneration.
ID: 4231^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4232^1
Darkflame
ID: 4232^2
Dark
ID: 4232^3
Flame
ID: 4232^4
Launches a ball of fire at your target.
ID: 4232^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4233^1
Lightfade
ID: 4233^2
Lightfade
ID: 4233^4
Commands a lightning bolt to strike all targets that surround you.
ID: 4233^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4234^1
Enraged Shout
ID: 4234^2
Enraged
ID: 4234^3
Shout
ID: 4234^4
Taunts all of the enemies around you.
ID: 4234^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4235^1
Spore Sting
ID: 4235^2
Spore
ID: 4235^3
Sting
ID: 4235^4
A diseased spore that damages the enemy over time.
ID: 4235^6
Reduces the cast time of long term detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4236^1
Darting Spores
ID: 4236^2
Darting
ID: 4236^3
Spores
ID: 4236^4
Flying spores that damage your enemy.
ID: 4236^6
Reduces the cast time of long term beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4237^6
Reduces the cast time of summon creature spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4238^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4239^6
Allows your group to breathe underwater for up to %z.
ID: 4240^6
Cloaks you in an aura of concealment, allowing you to be invisible to most creatures for up to %z.
ID: 4241^6
Forms a cloud of dense air around the feet of your group, allowing them to float slightly off the ground for up to %z.
ID: 4242^6
A potent brew that has been known to improve running speed. Assuming you're still able to run in a straight line after drinking one.
ID: 4243^6
Allows you to run faster for up to %z.
ID: 4244^6
A potent brew that has been known to improve running speed. Assuming you're still able to run in a straight line after drinking one.
ID: 4245^6
A potent brew that has been known to improve running speed. Assuming you're still able to run in a straight line after drinking one.
ID: 4246^6
A potent brew that has been known to improve running speed. Assuming you're still able to run in a straight line after drinking one.
ID: 4247^6
A potent brew that has been known to improve running speed. Assuming you're still able to run in a straight line after drinking one.
ID: 4248^6
A potent brew that has been known to improve running speed. Assuming you're still able to run in a straight line after drinking one.
ID: 4249^6
Reduces the mana cost of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4250^6
Reduces the mana cost of summon creature spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4251^6
Reduces the number of reagents consumed by spells by providing a chance for the spell not to consume the reagent when cast. This bonus will decay on spells over level #2.
ID: 4252^6
Attempts to sense the presence of a trap on the targeted object.
ID: 4253^6
Attempts to sense the presence of a trap on the targeted object.
ID: 4254^6
Attempts to sense the presence of a trap on the targeted object.
ID: 4255^6
Attempts to sense the presence of a trap on the targeted object.
ID: 4256^6
Attempts to sense the presence of a trap on the targeted object.
ID: 4257^6
Attempts to sense the presence of a trap on the targeted object.
ID: 4258^6
Attempts to sense the presence of a cursed trap on the targeted object.
ID: 4259^6
Attempts to sense the presence of a cursed trap on the targeted object.
ID: 4260^6
Attempts to sense the presence of a cursed trap on the targeted object.
ID: 4261^6
Attempts to sense the presence of a cursed trap on the targeted object.
ID: 4262^6
Attempts to sense the presence of a cursed trap on the targeted object.
ID: 4263^6
Attempts to sense the presence of a cursed trap on the targeted object.
ID: 4264^6
Attempts to disarm a trap on the targeted object. Consumes a lesser scrying stone when cast.
ID: 4265^6
Attempts to disarm a trap on the targeted object. Consumes a scrying stone when cast.
ID: 4266^6
Attempts to disarm a trap on the targeted object. Consumes a greater scrying stone when cast.
ID: 4267^6
Attempts to disarm a trap on the targeted object. Consumes a lesser scrying stone when cast.
ID: 4268^6
Attempts to disarm a trap on the targeted object. Consumes a scrying stone when cast.
ID: 4269^6
Attempts to disarm a trap on the targeted object. Consumes a greater scrying stone when cast.
ID: 4270^6
Attempts to disarm a cursed trap on the targeted object. Consumes a lesser scrying stone when cast.
ID: 4271^6
Attempts to disarm a cursed trap on the targeted object. Consumes a scrying stone when cast.
ID: 4272^6
Attempts to disarm a cursed trap on the targeted object. Consumes a greater scrying stone when cast.
ID: 4273^6
Attempts to disarm a cursed trap on the targeted object. Consumes a lesser scrying stone when cast.
ID: 4274^6
Attempts to disarm a cursed trap on the targeted object. Consumes a scrying stone when cast.
ID: 4275^6
Attempts to disarm a cursed trap on the targeted object. Consumes a greater scrying stone when cast.
ID: 4276^6
Attempts to destroy any lock present on the targeted object.
ID: 4277^6
Attempts to destroy any lock present on the targeted object.
ID: 4278^6
Attempts to destroy any lock present on the targeted object.
ID: 4279^6
Attempts to destroy any lock present on the targeted object.
ID: 4280^6
Attempts to destroy any lock present on the targeted object.
ID: 4281^6
Attempts to destroy any lock present on the targeted object.
ID: 4282^6
Attempts to destroy any cursed lock present on the targeted object.
ID: 4283^6
Attempts to destroy any cursed lock present on the targeted object.
ID: 4284^6
Attempts to destroy any cursed lock present on the targeted object.
ID: 4285^6
Attempts to destroy any cursed lock present on the targeted object.
ID: 4286^6
Attempts to destroy any cursed lock present on the targeted object.
ID: 4287^6
Attempts to destroy any cursed lock present on the targeted object.
ID: 4289^6
Surrounds you in a shield of icicles, causing damage to anything that strikes you for up to %z.
ID: 4290^6
Strikes your target with an unseen force, causing #1 damage.
ID: 4291^6
Eases your mind with thoughts of tranquility, granting you an increased mana pool, mana gain by #2 every 6 seconds, and raising your intelligence and wisdom for up to %z.
ID: 4292^6
Reduces the number of reagents consumed by spells by providing a chance for the spell not to consume the reagent when cast. This bonus will decay on spells over level #2.
ID: 4293^6
Reduces the number of reagents consumed by spells by providing a chance for the spell not to consume the reagent when cast. This bonus will decay on spells over level #2.
ID: 4294^6
Reduces the number of reagents consumed by spells by providing a chance for the spell not to consume the reagent when cast. This bonus will decay on spells over level #2.
ID: 4295^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4296^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4297^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4298^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4299^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4300^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4301^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4302^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4303^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4304^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4305^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4306^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4307^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4308^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4309^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4310^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4311^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4312^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4313^6
Reduces the cast time of summon creature spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4314^6
Reduces the cast time of summon creature spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4315^6
Reduces the cast time of summon creature spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4316^6
Reduces the mana cost of summon creature spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4317^6
Reduces the mana cost of summon creature spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4318^6
Reduces the mana cost of summon creature spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4319^6
Reduces the cast time of long term beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4320^6
Reduces the cast time of long term beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4321^6
Reduces the cast time of long term beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4322^6
Reduces the cast time of long term detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4323^6
Reduces the cast time of long term detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4324^6
Reduces the cast time of long term detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4325^6
Reduces the mana cost of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4326^6
Reduces the mana cost of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4327^6
Reduces the mana cost of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4328^6
Increases the damage of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2..
ID: 4329^6
Increases the damage of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2..
ID: 4330^6
Increases the damage of long term detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4331^6
Reduces the cast time of summon undead spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4332^6
Reduces the cast time of summon undead spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4333^6
Reduces the cast time of summon undead spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4334^6
Reduces the mana cost of summon undead spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4335^6
Reduces the mana cost of summon undead spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4336^6
Reduces the mana cost of summon undead spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4347^6
Increases the ability of the user to resist poison.
ID: 4348^6
Speeds up your body and allows you to attack faster for 18 seconds.
ID: 4350^6
Focuses mana into the form of a Hunter's Dirk. Consumes a purified crystal when cast.
ID: 4351^6
Focuses mana into the form of a Hunter's Barbs. Consumes a purified crystal when cast.
ID: 4356^6
Strikes your opponent with the force of Ykesha, causing #1 damage.
ID: 4357^6
Strikes your target with the force of Ykesha, stunning and doing #1 damage.
ID: 4358^6
Strikes your target with the force of Ykesha, stunning and doing #1 damage.
ID: 4359^6
Strikes your target with the force of Ykesha, stunning and doing #1 damage.
ID: 4360^6
Strikes your target with Rujarkian poison, causing #1 damage.
ID: 4361^6
Strikes your target with Rujarkian poison, causing #1 damage.
ID: 4362^6
Strikes your target with Rujarkian poison, causing #1 damage.
ID: 4363^6
Strikes your target with Rujarkian poison, causing #1 damage.
ID: 4364^6
Strikes your target with Rujarkian poison, causing #1 damage.
ID: 4365^6
Engulfs your weapon with flame causing #1 damage to your target.
ID: 4366^6
Engulfs your weapon with flame causing #1 damage to your target.
ID: 4367^6
Engulfs your weapon with flame causing #1 damage to your target.
ID: 4368^6
Engulfs your weapon with flame causing #1 damage to your target.
ID: 4369^6
Engulfs your weapon with flame causing #1 damage to your target.
ID: 4370^6
Drains your target of life energy, siphoning #1 hit points.
ID: 4371^6
Causes #1 damage to your target.
ID: 4372^6
Causes #1 damage to your target.
ID: 4373^6
Causes #1 damage to your target.
ID: 4374^6
Causes #1 damage to your target.
ID: 4375^6
Covers your target with frost, causing #1 damage.
ID: 4376^6
Covers your target with frost, causing #1 damage.
ID: 4377^6
Covers your target with frost, causing #1 damage.
ID: 4378^6
Strikes your opponent with shards of ice, causing #1 points of damage.
ID: 4379^6
Covers your target with frost, causing #1 damage.
ID: 4380^6
Provides a chance for an offensive spell to be reflected back on your attacker.
ID: 4382^6
Provides a chance for an offensive spell to be reflected back on your attacker.
ID: 4384^6
Surrounds your body in a protective aura, absorbing a portion of incoming melee damage.
ID: 4385^6
Surrounds your body in a protective aura, absorbing a portion of incoming melee damage.
ID: 4386^6
Surrounds your body in a protective aura, absorbing a portion of incoming melee damage.
ID: 4387^6
Surrounds your body in a protective aura, absorbing a portion of incoming melee damage.
ID: 4388^6
Surrounds your body in a protective aura, absorbing a portion of incoming spell damage.
ID: 4389^6
Surrounds your body in a protective aura, absorbing a portion of incoming spell damage.
ID: 4390^6
Surrounds your body in a protective aura, absorbing a portion of incoming spell damage.
ID: 4391^6
Surrounds your body in a protective aura, absorbing a portion of incoming spell damage.
ID: 4392^6
Causes your target to become angry, increasing hate toward you.
ID: 4393^6
Causes your target to become angry, increasing hate toward you.
ID: 4394^6
Causes your target to become angry, increasing hate toward you.
ID: 4395^6
The quick pace of this song fills your feet with speed, increasing the movement rate of your group. This song also functions indoors.
ID: 4396^6
Increases the power of certain summoned air minions.
ID: 4397^6
Increases the power of certain summoned fire minions.
ID: 4398^6
Increases the power of certain summoned water minions.
ID: 4399^6
Increases the power of certain summoned earth minions.
ID: 4400^6
Increases the power of certain summoned air minions.
ID: 4401^6
Increases the power of certain summoned fire minions.
ID: 4402^6
Increases the power of certain summoned water minions.
ID: 4403^6
Increases the power of certain summoned earth minions.
ID: 4404^6
Increases the power of some undead minions.
ID: 4405^6
Increases the power of certain summoned and animated servants.
ID: 4406^6
Increases the power of some summoned pets.
ID: 4407^6
Increases the power of certain summoned and animated servants.
ID: 4408^6
Creates a wave of intense color around you that assaults your opponent's senses, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 4409^6
Increases the power of certain summoned and animated servants.
ID: 4410^6
Increases the power of certain summoned and animated servants.
ID: 4418^6
Cloaks you in the illusion of a frost bone skeleton.
ID: 4419^6
Expands your mind, granting you an expanded mana pool.
ID: 4420^6
Expands your mind, granting you an expanded mana pool.
ID: 4421^6
Expands your mind, granting you an expanded mana pool.
ID: 4422^6
Expands your mind, granting you an expanded mana pool.
ID: 4423^6
Expands your mind, granting you an expanded mana pool.
ID: 4424^6
Increases your hit points by #10 and your mana by #8 every 6 seconds for up to %z.
ID: 4460^6
Summons a pet to torment your target for a short time.
ID: 4461^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4462^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4475^6
Fills your soul with fury, increasing your mana and attack rating.
ID: 4497^6
Small shards of rock pelt your target, doing up to #1 damage.
ID: 4498^6
Places you in an aggressive combat stance that increases your damage output, but also causes you to take more damage.
ID: 4499^6
Places you in a defensive combat stance that causes you to take less damage, but also lowers your damage output.
ID: 4500^6
Bathes your weapon in a holy light, providing a chance to do severe damage to undead targets.
ID: 4501^6
Places you in a precise combat stance that increases your hit rate, but also lowers your chance of avoiding attacks.
ID: 4502^6
Focuses your combat reflexes, allowing you to avoid melee attacks.
ID: 4503^6
Places you in an evasive combat stance, increasing your chance to avoid attacks, but also lowering your hit rate.
ID: 4504^6
Heals you for #1 percent of the damage done by your melee attacks while increasing your accuracy. Fades after %z or after you withstand 350 hits.
ID: 4505^6
Focuses your vision on your opponent, vastly increasing your hit rate.
ID: 4506^6
Increases the accuracy and damage of archery attacks.
ID: 4507^6
Focuses your rage into your hands, allowing you to perform an especially powerful dragon punch.
ID: 4508^6
Focuses energy into your hands, allowing you to perform an especially powerful eagle strike.
ID: 4509^6
Heightens your combat instincts, allowing you to riposte every attack.
ID: 4510^6
Joins your body with the strength of the earth, causing you to take greatly decreased melee damage.
ID: 4511^6
Focuses energy into your feet, allowing you to perform an especially powerful flying kick.
ID: 4512^6
Fills your body with energy, causing your attacks to do greatly improved damage.
ID: 4513^6
Increases your hands speed, allowing you an increased attack rate and damage.
ID: 4514^6
Fills your arms with rage, causing every attack to land as a critical hit.
ID: 4515^6
Increases your combat reflexes, allowing you to avoid most attacks.
ID: 4516^6
Increases your combat reflexes, allowing you to avoid most attacks and allowing you to dual wield every round.
ID: 4517^6
Increases your combat sense, allowing you to dual wield and double attack every round.
ID: 4518^6
Surrounds your body in an aura of sanctification, turning aside most detrimental spells.
ID: 4519^6
Focuses your combat reflexes, allowing you to parry most melee attacks.
ID: 4520^6
Increases the damage of your lifetap spells by $1 percent.
ID: 4521^6
Transforms you into a feral beast increasing your skill damage slightly for up to %z.
ID: 4544^6
Marks you as having been saved by divine power.
ID: 4549^6
Increases your melee speed, skill damage, proc chance, and heals you slightly for up to %z. Higher ranks also increase spell crit chance.
ID: 4560^1
Cyclone Blade
ID: 4560^2
Cyclone
ID: 4560^3
Blade
ID: 4560^4
Executes a cyclone attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 4561^1
Bazu Bellow
ID: 4561^2
Bazu
ID: 4561^3
Bellow
ID: 4561^4
Incites intense hatred in your target by bellowing a great cry.
ID: 4562^1
Mighty Strike
ID: 4562^2
Mighty
ID: 4562^3
Strike
ID: 4562^4
Fills your arms with rage, causing every attack to land as a critical hit.
ID: 4563^1
Savage Onslaught
ID: 4563^2
Savage
ID: 4563^3
Onslaught
ID: 4563^4
Increases your chance to score a critical hit, increase critical hit damage, and provides a chance to cause crippling blows for a short time.
ID: 4564^1
Star Strike
ID: 4564^2
Star
ID: 4564^3
Strike
ID: 4564^4
Strikes your target with solar energy, causing heavy damage.
ID: 4565^1
Rain Elemental
ID: 4565^2
Rain
ID: 4565^3
Elemental
ID: 4565^4
Summons a Rain Elemental to do your bidding.
ID: 4566^1
Renewal of Jerikor
ID: 4566^2
Renewal
ID: 4566^3
of Jerikor
ID: 4566^4
Renews the health of your elemental pet and curing their diseases, poisons, and curses.
ID: 4567^1
Pyrilen Skin
ID: 4567^2
Pyrilen
ID: 4567^3
Skin
ID: 4567^4
Surrounds your target in a magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 4568^1
Reproach
ID: 4568^2
Reproach
ID: 4568^4
Strikes your target with holy wrath.
ID: 4569^1
Pious Light
ID: 4569^2
Pious
ID: 4569^3
Light
ID: 4569^4
Bathes your target in pious light healing their wounds..
ID: 4570^1
Mark of the Blameless
ID: 4570^2
M. of the
ID: 4570^3
Blameless
ID: 4570^4
Places the mark of the blameless on your target, dealing damage each time the target strikes another creature.
ID: 4571^1
Conviction
ID: 4571^2
Conviction
ID: 4571^4
Cloaks your target in an aura of protection, granting them increased hit points and armor class.
ID: 4572^1
Pious Elixir
ID: 4572^2
Pious
ID: 4572^3
Elixir
ID: 4572^4
Fills your target's body with pious elixir, healing their wounds every 6 seconds for a short time.
ID: 4573^1
True Name
ID: 4573^2
True
ID: 4573^3
Name
ID: 4573^4
Dominates your target's mind, allowing you to control them for a short time.
ID: 4574^1
Desolate Deeds
ID: 4574^2
Desolate
ID: 4574^3
Deeds
ID: 4574^4
Constricts your target's muscles, causing their attack speed to slow for a short time.
ID: 4575^1
Euphoria
ID: 4575^2
Euphoria
ID: 4575^4
Causes your opponent to fall into an enchanted sleep for a short time.
ID: 4576^1
Clairvoyance
ID: 4576^2
Clairvoyance
ID: 4576^4
Calms your target's thoughts, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 4577^1
Psychosis
ID: 4577^2
Psychosis
ID: 4577^4
Strikes your target with a chaotic burst of mental energy.
ID: 4578^1
Speed of Salik
ID: 4578^2
Speed
ID: 4578^3
of Salik
ID: 4578^4
Fills your target with energy, increasing their attack speed, agility, dexterity, and attack rating.
ID: 4579^1
Circle of Dreams
ID: 4579^2
Circle of
ID: 4579^3
Dreams
ID: 4579^4
Causes all nearby creatures to fall into an enchanted sleep for a short time.
ID: 4580^1
Stun
ID: 4580^2
Stun
ID: 4580^4
Briefly stuns your target
ID: 4581^1
Healing Light
ID: 4581^2
Healing
ID: 4581^3
Light
ID: 4581^4
Heals your target's wounds.
ID: 4582^1
Celestial Health
ID: 4582^2
Celestial
ID: 4582^3
Health
ID: 4582^4
Continually heals your target's wounds for a short time.
ID: 4583^1
Valor
ID: 4583^2
Valor
ID: 4583^4
Increases your target's hit points and armor class.
ID: 4584^1
Togor's Insects
ID: 4584^2
Togor's
ID: 4584^3
Insects
ID: 4584^4
Slows your target's attack speed for a short time.
ID: 4585^1
Venom of the Snake
ID: 4585^2
Venom of
ID: 4585^3
the Snake
ID: 4585^4
Fills your target's vein's with venom, causing damage for a short time.
ID: 4585^6
Focuses your will, increasing your resistances for a short time.
ID: 4586^1
Spirit Salve
ID: 4586^2
Spirit
ID: 4586^3
Salve
ID: 4586^4
Heals your target's wounds.
ID: 4586^6
Causes your voice to become perfectly melodious, increase the power of your songs.
ID: 4587^1
Talisman of Tnarg
ID: 4587^2
Talisman
ID: 4587^3
of Tnarg
ID: 4587^4
Places a protective ward on your target, increasing their maximum hit points.
ID: 4587^6
Strengthens your resolve, rendering you immune to fear.
ID: 4588^1
Lightning Shock
ID: 4588^2
Lightning
ID: 4588^3
Shock
ID: 4588^4
Strikes your target with a bolt of lightning.
ID: 4589^1
Ice Shock
ID: 4589^2
Ice
ID: 4589^3
Shock
ID: 4589^4
Freezes your target's skin.
ID: 4589^6
Incarnates a slain ally, restoring #1 percent of their lost experience. It takes some time for the recently revived to fully recover. This spell can only be used out of combat.
ID: 4590^1
Lava Storm
ID: 4590^2
Lava
ID: 4590^3
Storm
ID: 4590^4
Rains down lava on all enemies in the vicinity if your target.
ID: 4590^6
Increases your combat reflexes, allowing you to block most attacks with your shield.
ID: 4591^1
Fear
ID: 4591^2
Fear
ID: 4591^4
Fills your target with fear causing them to flee.
ID: 4592^1
Bone Walk
ID: 4592^2
Bone
ID: 4592^3
Walk
ID: 4592^4
Summons a skeletal ally.
ID: 4593^1
Lifespike
ID: 4593^2
Life
ID: 4593^3
spike
ID: 4593^4
Steals a portion of your target's life energy to heal your wounds.
ID: 4594^1
Root
ID: 4594^2
Root
ID: 4594^4
Adheres your target's feet to the ground.
ID: 4595^1
Smite
ID: 4595^2
Smite
ID: 4595^4
Strikes your target with dark energy.
ID: 4596^1
Daring
ID: 4596^2
Daring
ID: 4596^4
Increases your target's hit points and armor class.
ID: 4597^1
Ghoul Terror
ID: 4597^2
Ghoul
ID: 4597^3
Terror
ID: 4597^4
Causes your target to flee in terror at the site of your abhorant visage.
ID: 4598^1
Fire Shield
ID: 4598^2
Fire
ID: 4598^3
Shield
ID: 4598^4
Cloaks your target in a sheen of fire which will cause damage to any creatures that attacks them.
ID: 4599^1
Bolt of Flame
ID: 4599^2
Bolt of
ID: 4599^3
Flame
ID: 4599^4
Hurls a conjured bolt of flame at your target.
ID: 4600^1
Rain of Fire
ID: 4600^2
Rain
ID: 4600^3
of Fire
ID: 4600^4
Causes a rain of fire to strike all enemies in the vacinity of your target.
ID: 4601^1
Shadow Elemental
ID: 4601^2
Shadow
ID: 4601^3
Elemental
ID: 4601^4
Summons a creature of shadow to aid you.
ID: 4602^1
Affliction
ID: 4602^2
Affliction
ID: 4602^4
Infects your target with the putrid disease that infects your undead form.
ID: 4603^1
Walking Sleep
ID: 4603^2
Walking
ID: 4603^3
Sleep
ID: 4603^4
Lowers your target's attack speed for a short time.
ID: 4604^1
Healing
ID: 4604^2
Healing
ID: 4604^4
Channels dark energy to mend the wounds of your decripid allies.
ID: 4605^1
Disempower
ID: 4605^2
Disempower
ID: 4605^4
Siphons the will to live from your target, lowering their strength, stamina and armor class for a short time.
ID: 4606^1
Dragon Fear
ID: 4606^2
Dragon
ID: 4606^3
Fear
ID: 4606^4
You bellow forth a terrible roar, causing all nearby enemies to flee in panic.
ID: 4606^6
Strikes your target in a vital area, causing increased anger.
ID: 4607^1
Trakanon's Touch
ID: 4607^2
Trakanon
ID: 4607^3
Touch
ID: 4607^4
Channels dark energy into your target, instantly killing most creatures.
ID: 4608^1
Poison Breath
ID: 4608^2
Poison
ID: 4608^3
Breath
ID: 4608^4
Spews poisonous gas at all nearby enemies.
ID: 4608^6
Bellows profanity at your opponent, causing them to become very angry with you.
ID: 4609^1
Freezing Breath
ID: 4609^2
Freezing
ID: 4609^3
Breath
ID: 4609^4
Chills all nearby enemies with clinging frost causing moderate damage and slowing their attack rate for a short time.
ID: 4610^1
Immolating Breath
ID: 4610^2
Immolating
ID: 4610^3
Breath
ID: 4610^4
Consumes all nearby enemies in flames.
ID: 4611^1
Ceticious Cloud
ID: 4611^2
Ceticious
ID: 4611^3
Cloud
ID: 4611^4
Causes nearby enemies to choke on noxious poison.
ID: 4612^1
Reanimate Corpse
ID: 4612^2
Reanimate
ID: 4612^3
Corpse
ID: 4612^4
Feeds a brain to a fallen zombie to return them to unlife.
ID: 4613^1
Sense Magic
ID: 4613^2
Sense
ID: 4613^3
Magic
ID: 4613^4
Locates any nearby strong sources of magical energy.
ID: 4614^1
Drain Spirit
ID: 4614^2
Drain
ID: 4614^3
Spirit
ID: 4614^4
Drains your target's lifeforce to heal your own wounds.
ID: 4614^6
Seeds an illusion in your target's mind, allowing you distract them for a short period of time. This ability works on creatures up to level @1.
ID: 4615^1
Shifting Deeds
ID: 4615^2
Shifting
ID: 4615^3
Deeds
ID: 4615^4
Slows your target's attack rate.
ID: 4615^6
Corrupting power courses though your target, inflicting #1 damage every six seconds for %z.
ID: 4616^1
Invoke Fear
ID: 4616^2
Invoke
ID: 4616^3
Fear
ID: 4616^4
Fills your target with fear, causing them to flee in a panic.
ID: 4616^6
Corrupting power courses though your target, inflicting #1 damage every six seconds for %z.
ID: 4617^1
Blast of Poison
ID: 4617^2
Blast of
ID: 4617^3
Poison
ID: 4617^4
Covers your target in a blast of poison, causing them damage over a short time.
ID: 4617^6
Corrupting power courses though your target, inflicting #1 damage every six seconds for %z.
ID: 4618^1
Whistling Fists
ID: 4618^2
Whistling
ID: 4618^3
Fists
ID: 4618^4
Increases your group's chance to double attack for a short time.
ID: 4618^6
Corrupting power courses though your target, inflicting #1 damage every six seconds for %z.
ID: 4619^1
Aura of Speed
ID: 4619^2
Aura of
ID: 4619^3
Speed
ID: 4619^4
Increases your attack speed.
ID: 4619^6
Increases the duration of Deflection Discipline by 1 tick.
ID: 4620^1
Celestial Healing
ID: 4620^2
Celestial
ID: 4620^3
Healing
ID: 4620^4
Heals your target's wounds continually for a short time.
ID: 4620^6
Increases the duration of Deflection Discipline by 2 ticks.
ID: 4621^1
Complete Healing
ID: 4621^2
Complete
ID: 4621^3
Healing
ID: 4621^4
Heals even the most grevious wounds in your target.
ID: 4621^6
You invoke the power of your diety, allowing you to unleash divine energy when striking your enemies. This energy will damage and possibly stun your target, and heal your target's target.
ID: 4622^1
Breath of Life
ID: 4622^2
Breath
ID: 4622^3
of Life
ID: 4622^4
Heals your group's wounds over a short time.
ID: 4623^1
Scales of Stone
ID: 4623^2
Scales
ID: 4623^3
of Stone
ID: 4623^4
Places a protective shield around your target which will absorb incoming damage.
ID: 4623^6
You invoke the power of your diety, allowing you to unleash divine energy when striking your enemies. This energy will damage and possibly stun your target, and heal your target's target.
ID: 4624^1
Blood Claw
ID: 4624^2
Blood
ID: 4624^3
Claw
ID: 4624^4
Poisons your target's blood, causing continual damage for a short time.
ID: 4625^1
Veeshan's Will
ID: 4625^2
Veeshan's
ID: 4625^3
Will
ID: 4625^4
Channels the will of Veeshan against your target.
ID: 4625^6
You invoke the power of your diety, allowing you to unleash divine energy when striking your enemies. This energy will damage and possibly stun your target, and heal your target's target.
ID: 4626^1
Stunning Breath
ID: 4626^2
Stunning
ID: 4626^3
Breath
ID: 4626^4
Breaths stunning gas at your target and all nearby enemies.
ID: 4627^1
Storm Breath
ID: 4627^2
Storm
ID: 4627^3
Breath
ID: 4627^4
Breaths thunderous energy at all nearby enemies.
ID: 4627^6
You invoke the power of your diety, allowing you to unleash divine energy when striking your enemies. This energy will damage and possibly stun your target, and heal your target's target.
ID: 4628^1
Chill Wounds
ID: 4628^2
Chill
ID: 4628^3
Wounds
ID: 4628^4
Channels soothing frost to heal your target's wounds.
ID: 4629^1
Hsagra's Grasp
ID: 4629^2
Hsagra's
ID: 4629^3
Grasp
ID: 4629^4
Wraps your target and all nearby enemies in ethereal tentacles, causing continuous damage and slowing their movement.
ID: 4629^6
Increases the base damage done by Focused Tempest of Arrows by #1 percent.
ID: 4630^1
Wrath of Hsagra
ID: 4630^2
Wrath of
ID: 4630^3
Hsagra
ID: 4630^4
Consumes your target in burning energy.
ID: 4630^6
Increases the base damage done by Focused Tempest of Arrows by #1 percent.
ID: 4631^1
Breath of Silver
ID: 4631^2
Breath of
ID: 4631^3
Silver
ID: 4631^4
Breaths a cloud of arcane energy at all nearby enemies.
ID: 4631^6
Increases the base damage done by Focused Tempest of Arrows by #1 percent.
ID: 4632^1
Lava Breath
ID: 4632^2
Lava
ID: 4632^3
Breath
ID: 4632^4
Breaths burning lava at all nearby enemies.
ID: 4632^6
Increases the base damage done by Focused Tempest of Arrows by #1 percent.
ID: 4633^1
Driving Winds
ID: 4633^2
Driving
ID: 4633^3
Winds
ID: 4633^4
Traps all nearby enemies in a whirlwind.
ID: 4633^6
You harness the power of nature, allowing you to unleash lightning when striking your enemies with melee or ranged attacks.
ID: 4634^1
Putrefy Flesh
ID: 4634^2
Putrefy
ID: 4634^3
Flesh
ID: 4634^4
Spews a caustic acid at nearby enemies that will corrupt their flesh.
ID: 4635^1
Rotting Flesh
ID: 4635^2
Rotting
ID: 4635^3
Flesh
ID: 4635^4
Spews a cloud of caustic bile at all nearby enemies.
ID: 4635^6
You harness the power of nature, allowing you to unleash lightning when striking your enemies with melee or ranged attacks.
ID: 4636^1
Drowning Panic
ID: 4636^2
Drowning
ID: 4636^3
Panic
ID: 4636^4
Causes nearby enemies lungs to fill with water, slowing their attack rate and causing damage for a short time.
ID: 4637^1
Light of Recovery
ID: 4637^2
Light of
ID: 4637^3
Recovery
ID: 4637^4
Heals your target's wounds continually for a short time.
ID: 4637^6
You harness the power of nature, allowing you to unleash lightning when striking your enemies with melee or ranged attacks.
ID: 4638^1
Terror of Shadows
ID: 4638^2
Terror of
ID: 4638^3
Shadows
ID: 4638^4
Invokes intense hatred in your target.
ID: 4639^6
You harness the power of nature, allowing you to unleash lightning when striking your enemies with melee or ranged attacks.
ID: 4641^6
Decreases the reuse time of Assassin Discipline by 21 percent.
ID: 4642^6
Decreases the reuse time of Assassin Discipline by 28 percent.
ID: 4643^6
Causes your weapons to predict your attacks, increasing the damage on each of your backstabs and melee attacks. Additionally, your blade lashes out at your enemy, causing extra damage. Your weapons are able to remain in this state for 100 successful attacks.
ID: 4644^6
Causes your weapons to be able to predict your attacks, increasing the damage on each of your backstabs and melee attacks.
ID: 4645^6
Causes your weapons to predict your attacks, increasing the damage on each of your backstabs and melee attacks. Additionally, your blade lashes out at your enemy, causing extra damage. Your weapons are able to remain in this state for 100 successful attacks.
ID: 4646^1
Vampiric Curse
ID: 4646^2
Vampiric
ID: 4646^3
Curse
ID: 4646^4
A powerful curse that drains the life from your opponent.
ID: 4646^6
Causes your weapons to be able to predict your attacks, increasing the damage on each of your backstabs and melee attacks.
ID: 4647^6
Causes your weapons to predict your attacks, increasing the damage on each of your backstabs and melee attacks. Additionally, your blade lashes out at your enemy, causing extra damage. Your weapons are able to remain in this state for 100 successful attacks.
ID: 4648^6
Causes your weapons to be able to predict your attacks, increasing the damage on each of your backstabs and melee attacks.
ID: 4649^6
Causes your weapons to predict your attacks, increasing the damage on each of your backstabs and melee attacks. Additionally, your blade lashes out at your enemy, causing extra damage. Your weapons are able to remain in this state for 100 successful attacks.
ID: 4650^6
Causes your weapons to be able to predict your attacks, increasing the damage on each of your backstabs and melee attacks.
ID: 4651^6
You thirst for vitae, causing your melee attacks to frequently drain the life essence of your opponents.
ID: 4653^1
Ceticious Cloud
ID: 4653^2
Ceticious
ID: 4653^3
Cloud
ID: 4653^4
Causes your targets to choke on noxious poison.
ID: 4653^6
You thirst for vitae, causing your melee attacks to frequently drain the life essence of your opponents.
ID: 4655^6
You thirst for vitae, causing your melee attacks to frequently drain the life essence of your opponents.
ID: 4657^6
You thirst for vitae, causing your melee attacks to frequently drain the life essence of your opponents.
ID: 4659^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. You may only prepare for a sneak attack after being hidden for a few seconds. Once visible you must attack quickly or else lose your advantage.
ID: 4660^1
Cascading Darkness
ID: 4660^2
Cascading
ID: 4660^3
Darkness
ID: 4660^4
A powerful spell that drains your targets life over time while slowing their rate of movement.
ID: 4665^1
Throne of Heroes
ID: 4665^2
Throne of
ID: 4665^3
Heroes
ID: 4665^4
This ability enables you to teleport to the Throne of Heroes in the Guild Lobby.
ID: 4670^6
Heightens your combat reflexes, increasing your chance of evading attacks.
ID: 4671^6
Calls a protective spirit to guard your body, greatly decreasing the damage you take.
ID: 4672^1
Tinkering Mastery
ID: 4672^4
Decreases failure chance of tinkering combines by 10, 25 and 50%
ID: 4672^6
Increases your chances to hit with any melee attack.
ID: 4673^6
Allows you to perfectly time your counter attacks, riposting every incoming blow.
ID: 4674^6
Allows you to perfectly time your counter attacks, riposting every incoming blow.
ID: 4675^1
Jewel Craft Mastery
ID: 4675^4
Decreases failure chance of jewel crafting combines by 10, 25 and 50%
ID: 4675^6
Increases the damage of melee attacks.
ID: 4676^6
Increases the damage of all of your melee attacks.
ID: 4677^6
Focuses energy into your arms, increasing your attack speed.
ID: 4678^6
Increases the damage of melee attacks.
ID: 4679^6
Heals everyone in your group by a small amount.
ID: 4680^6
Encases you in the runes of war, rendering you invulnerable to all attacks for %z as long as you remain still.
ID: 4681^6
Bellows profanity at your opponent, causing them to become very angry with you.
ID: 4682^6
Bellows profanity at your opponent, causing them to become very angry with you.
ID: 4683^6
Seeds an illusion in your target's mind, allowing you distract them for a short period of time. This ability works on creatures up to level @1.
ID: 4684^6
Seeds an illusion in your target's mind, allowing you distract them for a short period of time. This ability works on creatures up to level @1.
ID: 4685^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. You may only prepare for a sneak attack after being hidden for a few seconds. Once visible you must attack quickly or else lose your advantage.
ID: 4686^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. You may only prepare for a sneak attack after being hidden for a few seconds. Once visible you must attack quickly or else lose your advantage.
ID: 4687^6
Focuses the power of your will to heal your wounds.
ID: 4688^1
Combat Medic
ID: 4688^4
Increases the amount of healing provided by a single bandage.
ID: 4688^6
Places you in a defensive combat stance that causes you to take less damage, but slows your movement rate.
ID: 4689^6
Fills your body with a spirit of rage, causing your attacks to create increased anger in your opponents.
ID: 4690^6
Joins your body with the strength of the earth, causing you to take greatly decreased melee damage.
ID: 4691^6
Focuses energy into your arms, increasing your attack speed.
ID: 4692^6
Allows incredible freedom of flexibility, increasing your movement speed.
ID: 4693^6
Focuses your will into an ethereal shield, providing you a chance to avoid detrimental spells for short period.
ID: 4694^6
Greatly increases your chances of hitting your target.
ID: 4695^6
Causes you to fall into a battle trance, increasing your chance to hit, chance to critical, as well as your dual wield and double attack chances.
ID: 4696^6
Your weapon becomes an extension of your body, greatly increasing the rate at which it's combat effects will be triggered.
ID: 4697^6
Bellows profanity at your opponent, causing them to become very angry with you.
ID: 4698^1
Quick Draw
ID: 4698^4
Quick Draw expands the potion belt by one additional available item slot per rank.
ID: 4698^6
Seeds an illusion in your target's mind, allowing you distract them for a short period of time. This ability works on creatures up to level @1.
ID: 4699^1
Battle Ready
ID: 4699^4
Battle Ready expands the bandolier by one additional save slot per rank.
ID: 4702^1
Glyph of Dragon Scales
ID: 4702^2
Glyph of
ID: 4702^3
Dragon Scales
ID: 4702^4
Once activated, Glyph of Dragon Scales will absorb a large percentage of incoming damage from spells and melee attacks. It will last for 3 minutes or until it has absorbed a total of 10,000 damage.
ID: 4704^1
Glyph of Arcane Secrets
ID: 4704^2
Glyph of
ID: 4704^3
Arcane Secrets
ID: 4704^4
Once activated, Glyph of Arcane Secrets decreases the mana usage of your spells up to level 75 for 15 minutes. Glyph of Arcane Secrets has no effect on complete healing or percentage-based healing spells.
ID: 4704^6
Able to absorb the power of the blood beast.
ID: 4705^1
Glyph of Draconic Potential
ID: 4705^2
Glyph of
ID: 4705^3
Draconic Potential
ID: 4705^4
Once activated, Glyph of Draconic Potential increases your maximum hit points and mana by between 900 and 1050 for 30 minutes. This glyph does not increase your current hit points or mana.
ID: 4706^1
Glyph of Destruction
ID: 4706^2
Glyph of
ID: 4706^3
Destruct.
ID: 4706^4
Once activated, Glyph of Destruction increases the damage done by your critical melee hits and damage spells by 40% of the base damage for 2 minutes. This ability does not impact melee special attacks.
ID: 4721^6
Focuses the energy of your will to heal your wounds. Any aggressive action you take will break your concentration.
ID: 4725^6
Fills your body with the rage of Keras, increasing your attack speed, armor class, and attack rating.
ID: 4726^6
Burns your target with energy, causing @1 damage.
ID: 4739^1
Killing Spree
ID: 4739^4
After slaying a non-trivial con enemy, you have a 10% chance per rank to enter a battle frenzy that instantly boosts your endurance slightly as well as increases your offensive damage for the next 30 seconds.
ID: 4739^6
No text set.
ID: 4742^1
Hold the Line
ID: 4742^2
Hold
ID: 4742^3
the Line
ID: 4742^4
Hold the Line increases the amount of hit points healed by healing spells that land on you but reduces your offensive damage by as well. Rank 1 will increase the healing spells that land on you by 10% and Rank 2 will increase the heals by 15% while your damage done will go down by 25%.
ID: 4747^6
Increases the ability of the user to resist disease.
ID: 4761^1
Blood Tithe
ID: 4761^4
Each rank in this ability further increases your chance to get a critical hit with your damage over time spells.
ID: 4767^1
Sleight of Hand
ID: 4767^4
After training in this ability, NPCs will notice your magical activities less. Each rank further enhances this effect.
ID: 4773^1
Gift of Radiant Mana
ID: 4773^4
Whenever you cast a spell that heals or harms someone, this ability grants you an innate chance for the next spell you cast within a specific range to only cost a single point of mana. Each rank increases the minimum level range which may trigger this ability as well as the spell level affected. Rank 4 - level 75 and lower. Rank 5 - level 80 and lower. Rank 6 - 85 and lower. Rank 7 - level 90 and lower. Rank 8 - level 95 and lower. Rank 9 - level 100 and lower. Rank 10 - level 105 and lower.
ID: 4795^1
Savage Assault
ID: 4795^4
This ability increases the chance to make a flurry attack upon a successful triple attack.
ID: 4795^6
Heals you for #6 per tick for up to %z.
ID: 4798^1
Overbear
ID: 4798^4
This ability gives you a chance to bypass your opponents' special defenses such as dodge, block, parry, and riposte.
ID: 4801^1
Hastened Mend
ID: 4801^4
This ability decreases the amount of time required between uses of Mend by 30 seconds per rank.
ID: 4809^1
Precision of Axes
ID: 4809^4
This ability refines your accuracy when you enter a Frenzy. Each additional rank increases your accuracy further.
ID: 4819^1
Death Mask
ID: 4819^4
Each rank in this ability increases the chance that your feigned deaths will not be revealed by spells that successfully land on you.
ID: 4836^1
Grappling Strike
ID: 4836^2
Grappling
ID: 4836^3
Strike
ID: 4836^4
This ability deals little damage but enables you to pull your enemies towards you in battle.
ID: 4838^6
Summons the flaming ward of Ro to attack your target.
ID: 4842^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 4843^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 4844^1
Shield Specialist
ID: 4844^4
As long as a shield is equipped, each rank in Shield Specialist confers a damage bonus to attacks made by a weapon held in the primary hand.
ID: 4844^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 4845^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 4846^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 4849^1
Mark of the Mage Hunter
ID: 4849^2
Mark of the
ID: 4849^3
Mage Hunter
ID: 4849^4
When activated, Mark of the Mage Hunter reduces the damage of incoming spells. Each additional rank increases both the amount of damage absorbed per spell, as well as the total amount of damage that may be absorbed before fading.
ID: 4850^1
Hamstring
ID: 4850^2
Ham
ID: 4850^3
string
ID: 4850^4
Hamstring is a crippling attack that slows your opponents' movement rate and reduces their ability to effectively use armor for a short period of time. Each additional rank in Hamstring increases the amount of armor class denied by the Hamstring attack.
ID: 4854^1
Uncanny Resilience
ID: 4854^2
Uncanny
ID: 4854^3
Resilience
ID: 4854^4
Uncanny Resilience reduces the amount of damage sustained by incoming melee attacks. All ranks of this ability will slightly increase the total amount of damage that can be absorbed and the first three ranks will increase the duration.
ID: 4854^6
Increases the duration of beneficial mana regeneration spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4855^6
Increases the duration of beneficial attack speed increasing spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4856^6
Increases the duration of beneficial maximum hit point increasing spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4857^1
Blinding Fury
ID: 4857^2
Blinding
ID: 4857^3
Fury
ID: 4857^4
Blinding Fury sends you into a battle rage that increases your melee ability. This rage is so intense that you have a chance of temporarily losing your sight. While blinded by fury, you will attack even faster and unleash a series of double attacks.
ID: 4857^6
Increases the duration of detrimental enthrall-type spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4858^6
Increases the duration of detrimental attack speed reduction spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4859^6
Increases the duration of detrimental spells which lower magic resistance by #1 percent. This bonus will decay on spells over level #2.
ID: 4860^1
Battle Leap
ID: 4860^2
Battle
ID: 4860^3
Leap
ID: 4860^4
Battle Leap enables you to spring forward into combat. Your momentum will confer a boost to your attacks for a short period of time.
ID: 4860^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4861^1
Soul Seeker
ID: 4861^4
Soul Seeker lowers the reuse timer of your Life Burn by 10 minutes per rank.
ID: 4861^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 4862^6
Increases the damage of ice-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4863^6
Increases the damage of fire-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4864^6
Increases the damage of disease-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4865^6
Increases the damage of magic-based direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4866^6
Increases the damage of long term poison-based damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4867^6
Increases the damage of long term fire-based damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4868^6
Increases the damage of long term disease-based damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4869^6
Increases the damage of long term magic-based damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4870^6
Envelops your body in an aura of rage. Increasing your attack rating.
ID: 4871^6
The drums of the Mastruq fill your group's arms with energy, granting them increased attack speed, strength, and attack rating. It also adds an aura that damages opponents that strike them.
ID: 4872^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 4873^6
Surrounds your group in a reflective aura that has a chance of reflecting spells cast against you back at the caster.
ID: 4874^6
Fills your target's vein with deadly turepta blood, causing #2 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 4875^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 4876^6
Strikes your target with a rift of frost, causing #1 damage.
ID: 4877^6
Slows your target's attack speed for up to %z.
ID: 4878^6
Causes several creatures around your target to fall into an enchanted sleep for up to %z. The spell works on creatures up to level @1.
ID: 4879^6
Strikes your target with a chaotic burst of mental energy, causing between #1 and @1 damage.
ID: 4880^1
Holy Light
ID: 4880^2
Holy
ID: 4880^3
Light
ID: 4880^4
Bathes your target in holy light.
ID: 4880^6
Bathes your target in holy light, healing between #1 and @1 hit points.
ID: 4881^6
Calls upon the condemnation of the gods to strike your target causing between #1 and @1 damage.
ID: 4882^6
Fills your target's body with holy elixir, healing #1 hit points every 6 seconds for up to %z.
ID: 4883^6
Mends severe wounds, healing up to @1 damage.
ID: 4884^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 4885^6
Surrounds your target in dancing flames for %z. causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 4886^6
Siphons a portion of your pet's energy, dealing #1 damage and placing an aura of energy around you that causes your mana to regenerate faster.
ID: 4887^1
Surreality
ID: 4887^4
Surreality decreases the reuse timer of Mind Over Matter by 2 minutes per rank.
ID: 4887^6
Crushes your target's body under heavy rocks, causing #1 damage.
ID: 4888^6
Conjures a pet in the form of a local monster to aid you in battle.
ID: 4889^6
Drains the life from your target, healing your group for @5 hit points every six seconds for %z.
ID: 4890^1
Mana Draw
ID: 4890^2
Mana
ID: 4890^3
Draw
ID: 4890^4
Manadraw allows the enchanter to gather mana from his surroundings. Unlike the Gather Mana, Manadraw continues to pull additional mana from the environment for up to one minute after activation.
ID: 4890^6
Incinerates the blood of your target, causing @1 damage every 6 seconds for %z.
ID: 4891^6
Drains the life from your target, healing you for @3 hit points every 6 seconds for %z.
ID: 4893^6
Washes your group in a healing wave, healing @1 hit points for everyone in your group.
ID: 4894^1
Nightmare Stasis
ID: 4894^2
Night
ID: 4894^3
Stasis
ID: 4894^4
Use of this ability causes your opponent to immediately fall into a deep sleep and suffer terrible nightmares. When they wake, their movements will be slowed while they recover from the effects. The base ability will affect NPCs up to level 74. Maximum rank will affect targets up to your current level required to purchase the ability plus three.
ID: 4894^6
Bathes your target in the light of Order, healing #1 hit points.
ID: 4895^6
Bestows Holy energy upon you, providing a chance to channel the will of the gods through your weapons when attacking.
ID: 4896^6
Mends severe wounds, healing up to @1 damage.
ID: 4897^6
Ignites your target's skin, doing @1 damage.
ID: 4898^6
Imparts your weapons with sylvan energy, allowing them a chance to strike your target with sylvan energy.
ID: 4899^6
Bathes your target in the breath of trushar, healing #1 hit points every six seconds for up to %z.
ID: 4900^6
Slows your target's body causing to attack slower for %z.
ID: 4902^6
Surrounds your hands in an unholy aura for %z. This allows your attacks a chance to tear at your opponent's mind, absorbing their mental energy.
ID: 4903^1
Fire Core
ID: 4903^2
Fire
ID: 4903^3
Core
ID: 4903^4
This ability allows you to absorb the pure essence of elemental fire into your soul. While this ability is active, your fire-based spells will benefit from enhanced damage. The effects of this ability last slightly longer than Heart of Flames. Each rank raises both the minimum and maximum damage bonus granted.
ID: 4903^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 4904^6
Hurls a spear of decay at your target, doing #1 damage.
ID: 4905^6
Consumes your target in a black ice, causing @1 damage.
ID: 4906^1
Vapor Core
ID: 4906^2
Vapor
ID: 4906^3
Core
ID: 4906^4
This ability allows you to absorb the pure essence of elemental air into your soul. While this ability is active, enemies will notice your actions less. This ability lasts slightly longer than Heart of Vapor. Additional ranks decrease the amount of hate generated by your spells. Ranks above 6 also increase crit damage.
ID: 4906^6
Consumes your target in an inferno of white flame, causing #1 damage.
ID: 4907^6
Strikes your target with energy, stunning them briefly and causing #2 damage.
ID: 4909^1
Ice Core
ID: 4909^2
Ice
ID: 4909^3
Core
ID: 4909^4
This ability allows you to absorb the pure essence of elemental ice into your soul. While this ability is active, you will take less damage from spells. This ability lasts slightly longer than Heart of Ice (assuming it is not stripped by excess damage) and can absorb more total damage from incoming spells. Additional ranks increase the maximum amount of damage that can be absorbed before the effect fades.
ID: 4912^1
Stone Core
ID: 4912^2
Stone
ID: 4912^3
Core
ID: 4912^4
This ability allows you to absorb the pure essence of elemental earth into your soul. While this ability is active, you will take less damage from melee attacks. This ability lasts slightly longer than Heart of Stone (assuming it is not stripped by excess damage) and can absorb more total damage from incoming melee attacks. Additional ranks increase the amount of damage you can take before the effect fades.
ID: 4914^6
Reduces the mana cost of Trushar's Frost by up to $1 percent.
ID: 4915^1
Volatile Mana Blaze
ID: 4915^2
Volatile
ID: 4915^3
Mana Blaze
ID: 4915^4
This ability converts mana directly into a volatile blast of damaging energy. Additional ranks increase both the damage output and mana cost of the Volatile Mana Blaze.
ID: 4915^6
Reduces the mana cost of level 65 magic-based direct damage spells by up to $1 percent.
ID: 4916^6
Reduces the mana cost of level #2 magic-based direct damage spells by up to $1 percent.
ID: 4917^6
Reduces the mana cost of level #2 direct damage spells by up to $1 percent.
ID: 4918^6
Reduces the mana cost of level #2 direct damage spells by up to $1 percent.
ID: 4919^6
Reduces the mana cost of level #2 fire-based duration damage spells by up to $1 percent.
ID: 4920^6
Reduces the mana cost of level #3 to #2 stun spells by up to $1 percent.
ID: 4921^6
Reduces the mana cost of level #2 fire-based direct damage spells by up to $1 percent.
ID: 4922^6
Reduces the mana cost of Daluda's Mending by up to $1 percent.
ID: 4923^6
Reduces the mana cost of Miasmic Spear by up to $1 percent.
ID: 4924^1
Greater Blood Tithe
ID: 4924^4
Each rank in this ability further increases your chance to get a critical hit with your damage-over-time spells.
ID: 4924^6
Reduces the mana cost of Clear Fire and Ancient: Strike of Chaos by up to $1 percent.
ID: 4927^1
Gathering Dusk
ID: 4927^2
Gathering
ID: 4927^3
Dusk
ID: 4927^4
This ability summons a shadow of gathering dusk that falls across your opponent. This shadow increases the likelihood that your opponent will attack you as it continues to gather over time. When the shadow has fully gathered, it will unleash a curse of duskfall to damage your opponent. Additional ranks increase the power of this effect.
ID: 4928^6
Aims a blunt axe at your opponents legs, causing slower movement speed for a short time.
ID: 4929^6
Aims a bonesplicer at your opponents legs, causing slower movement speed for a short time.
ID: 4930^6
Aims a rage axe at your opponents legs, causing slower movement speed for a short time.
ID: 4931^1
Veil of Mindshadow
ID: 4931^2
Veil of
ID: 4931^3
Mind.
ID: 4931^4
Veil of Mindshadow enables an enchanter to phase themselves partly out of existence. This ability shields them from melee damage. Additional ranks in this ability increase how much damage you can absorb before Veil of Mindshadow fades.
ID: 4931^6
Aims a blunt axe at your opponents head, briefly stunning them.
ID: 4932^6
Aims a bonesplicer at your opponents head, briefly stunning them.
ID: 4933^6
Aims a rage axe at your opponents head, briefly stunning them.
ID: 4934^1
Sanguine Mind Crystal
ID: 4934^2
Sang.
ID: 4934^3
Crystal
ID: 4934^4
Through this ability, an enchanter learns to channel and congeal his mana into ruby crystals. These crystals can later be harvested to heal the enchanter's wounds.
ID: 4934^6
Throws a blunt axe wildly, briefly distracting your opponent.
ID: 4935^1
Azure Mind Crystal
ID: 4935^2
Azure
ID: 4935^3
Crystal
ID: 4935^4
Through this ability, an enchanter learns to channel and congeal his mana into sapphire crystals. These crystals can later be harvested to recover lost mana.
ID: 4935^6
Aims a bonesplicer at your opponents vitals, causing them to bleed for a short time.
ID: 4936^6
Aims a rage axe at your opponents vitals, causing them to bleed for a short time.
ID: 4937^6
Forges a Corroded Axe.
ID: 4938^1
Arcane Whisper
ID: 4938^2
Arcane
ID: 4938^3
Whisper
ID: 4938^4
Arcane Whisper reduces hate on a single target slightly over time. Additional ranks further reduce hate on your target.
ID: 4938^6
Forges a Blunt Axe.
ID: 4939^6
Forges a Steel Axe.
ID: 4940^6
Forges a Bearded Axe.
ID: 4941^6
Forges a Mithril Axe.
ID: 4942^6
Forges a Balanced War Axe.
ID: 4943^1
Dimensional Instability
ID: 4943^2
Dimen.
ID: 4943^3
Instab.
ID: 4943^4
By creating a localized field of unstable reality, this ability periodically teleports you in random directions while keeping you slightly phased out of physical existence. While Dimensional Instability is active, enemies will notice your actions significantly less and you will be less susceptible to melee damage. Be careful! The locational shifts caused by Dimensional Instability beginning and ending will interrupt your spell casting.
ID: 4943^6
Forges a Bonesplicer Axe.
ID: 4944^1
Cryomancy
ID: 4944^2
Cryo.
ID: 4944^4
While active, the wizard focuses his mastery over ice to cause any ice-based direct damage spell they cast to have a chance to cause the targeted creature to enter a cryogenic stasis, slowing their movement rate and becoming more susceptible to ice-based attacks. Additionally a small amount of damage is done to the creature and additional ranks increase this damage. Ranks 1 through 3 work on spells between level 60 and 75, Ranks 4 through 6 work on spells between level 65 and 80 and Ranks 7 through 12 work on spells between level 70 and 85. Ranks 13 through 15 work on spells between level 85 and 90. Ranks 16, 17, and 18 work on spells up to level 91, 93 and 95 respectively. Ranks 18, 19, and 20 to 21 work on levels 96, 98, and 100 respectively while increasing the proc chance as well as the damage inflicted. Ranks 22, 23, and 24 increase the maximum trigger levels to 101, 103, and 105 respectively while increasing the damage your enemy will take.
ID: 4944^6
Forges a Fleshtear Axe.
ID: 4945^6
Forges a Cold Steel Cleaving Axe.
ID: 4946^6
Forges a Mithril Bloodaxe.
ID: 4947^6
Forges a Rage Axe.
ID: 4948^6
Forges a Bloodseeker's Axe.
ID: 4949^6
Forges a Battlerage Axe.
ID: 4950^6
Forges a Deathfury Axe.
ID: 4951^6
Balanced your natural energy, increasing your mana and hit point regeneration.
ID: 4952^6
Balanced your natural energy, increasing your mana and hit point regeneration.
ID: 4953^6
Balanced your natural energy, increasing your mana and hit point regeneration.
ID: 4954^6
Fills your body with soul fury, increasing your mana regeneration and attack rating.
ID: 4955^6
Fills your body with soul fury, increasing your mana regeneration and attack rating.
ID: 4956^6
Fills your body with soul fury, increasing your mana regeneration and attack rating.
ID: 4957^6
Wraps your weapons in the power of discord, providing them a chance to cause extra damage.
ID: 4958^6
Strikes your traget with the power of discord, causing @1 damage and briefly stunning your target. The stun portion of this effect works on creatures up to level 65.
ID: 4959^6
Strikes your traget with the power of discord, causing @1 damage and briefly stunning your target. The stun portion of this effect works on creatures up to level 65.
ID: 4960^6
Fills your arms with fury, increasing your throwing damage.
ID: 4961^6
Fills your arms with fury, increasing your throwing damage.
ID: 4962^6
Fills your arms with fury, increasing your throwing damage.
ID: 4963^6
Opens an arcane portal that teleports you to the broken shores of Natimbi.
ID: 4964^6
Opens an arcane portal that teleports your target to the broken shores of Natimbi.
ID: 4965^6
Opens an arcane portal that teleports your group to the broken shores of Natimbi.
ID: 4966^6
Opens a mystic portal that teleports your group to the broken shores of Natimbi.
ID: 4967^6
Opens a mystic portal that teleports you to the broken shores of Natimbi.
ID: 4971^6
A chant of chaos that causes @1 damage to your target every six seconds and lowers their protection against magical attacks.
ID: 4972^6
Strikes your target with chaotic ice, doing @1 damage.
ID: 4973^6
Commands the power of chaos to strike your target for @1 damage.
ID: 4974^6
Commands the frost of chaos to strike your target for @1 damage.
ID: 4975^6
Commands the madness of chaos to strike your target for @1 damage.
ID: 4976^6
Commands a vortex of chaos to strike your target for @1 damage.
ID: 4977^6
Strikes your target with the force of Chaos, briefly stunning them. This effect works on creatures up to level 64.
ID: 4978^6
Grips your body in an unholy chaos, slowly draining your hit points while regenerating your mana.
ID: 4979^6
Channels your body's energy to refresh your mind, trading hit points for mana.
ID: 4980^6
Burns your target with chaos, causing @1 damage.
ID: 4981^6
Consumes your target in the power of chaos causing #1 damage.
ID: 4982^6
Conjures a mystic maw that tears at your enemy, causing #7 damage and returns a portion of that damage to you as mana.
ID: 4986^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 4988^6
The Altar of the South.
ID: 4989^6
The Altar of the North.
ID: 4990^6
Return from the Altars.
ID: 5000^1
Survivalist
ID: 5000^4
Survivalist increases the odds of foraging 2 items on a successful forage attempt.
ID: 5001^1
Spirit Guardian
ID: 5001^2
Spirit
ID: 5001^3
Guardian
ID: 5001^4
This ability places a ward on an ally that will heal them over time when their health drops below 50%. Each rank will increase the amount of healing. This is a Guardian Spirit. Only 1 guardian spirit may be active on you at any time.
ID: 5002^1
Double Attack
ID: 5002^2
Double
ID: 5002^3
Attack
ID: 5002^4
This passive ability grants a small amount of double attack skill per rank.
ID: 5006^1
Summon Personal Tribute Master
ID: 5006^2
Summon
ID: 5006^3
Tribute
ID: 5006^4
Following adoption of the Norrathian Pantheon Allegiance Initiative, this ability summons a Personal Tribute Master to your side.
ID: 5007^1
Protection of the Spirit Wolf
ID: 5007^2
Protection
ID: 5007^3
of the Spirit Wolf
ID: 5007^4
When activated, Protection of the Spirit Wolf summons a spirit wolf which will protect you from danger. Each rank in this ability increases the amount of damage that can be averted by the spirit wolf.
ID: 5015^1
Taste of Blood
ID: 5015^2
Taste
ID: 5015^3
of Blood
ID: 5015^4
Taste of Blood gives your pet a chance to enter a blood frenzy when it gets credit for a successful kill. Blood frenzy increases your pet's damage and chance to frenzy upon a successful triple attack.
ID: 5015^6
Incites intense hatred in your target by bellowing a great cry of chaos.
ID: 5016^6
Incites intense hatred in your target by bellowing a great cry of chaos.
ID: 5016^33
HH
ID: 5017^1
Hymn of the Last Stand
ID: 5017^2
Last
ID: 5017^3
Stand
ID: 5017^4
Hymn of the Last Stand increases your maximum hit points which then decay slowly over time. Addional ranks in this ability increase the hit points you gain and prolong the duration of time that it takes for the hit points to decay.
ID: 5017^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. You may only prepare for a sneak attack after being hidden for a few seconds. Once visible you must attack quickly or else lose your advantage.
ID: 5017^33
HH
ID: 5018^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. You may only prepare for a sneak attack after being hidden for a few seconds. Once visible you must attack quickly or else lose your advantage.
ID: 5018^33
HH
ID: 5019^6
Seeds an illusion in your target's mind, allowing you distract them for a short period of time. This ability works on creatures up to level @1.
ID: 5019^33
HH
ID: 5020^1
Bladed Song
ID: 5020^2
Bladed
ID: 5020^3
Song
ID: 5020^4
Bladed Song causes your opponent to take damage every time they attack.
ID: 5020^6
Seeds an illusion in your target's mind, allowing you distract them for a short period of time. This ability works on creatures up to level @1.
ID: 5020^33
DDD
ID: 5021^1
Twisted Shank
ID: 5021^2
Twisted
ID: 5021^3
Shank
ID: 5021^4
This ability allows you to twist your blades within an opponent's wound, causing them to lose hit point over time. Wounds inflicted in this manner are difficult to heal, reducing your opponent's ability to be healed until the effects of Twisted Shank have worn off. Additional ranks increase the damage inflicted.
ID: 5022^1
Dirty Fighting
ID: 5022^2
Dirty
ID: 5022^3
Fighting
ID: 5022^4
While this ability is active, you periodically attempt to throw dirt into your opponent's eyes. If successful, your opponent will be temporarily blinded and will be less able to make accurate attacks. Each rank in this ability increases the chance that you will be able to find an opening to throw dirt in your opponent's eyes.
ID: 5022^33
SCS
ID: 5024^33
NotD
ID: 5025^1
Ligament Slice
ID: 5025^2
Ligament
ID: 5025^3
Slice
ID: 5025^4
Ligament Slice cripples your opponent, decreasing their movement rate and ability to defend themselves. Additional ranks in this ability intensify the effect.
ID: 5025^33
RRR
ID: 5027^6
Lets loose a fierce battle cry that inspires your group, increasing their attack speed and attack rating.
ID: 5028^1
Tumble
ID: 5028^2
Tumble
ID: 5028^4
Tumbling increases your chance to avoid incoming damage and increases your movement speed. While tumbling, your ability to deal damage will be lessened as you devote more energy to acrobatic movements.
ID: 5028^6
Lets loose a fierce battle cry that inspires your group, increasing their attack speed and attack rating.
ID: 5029^6
Lets loose a fierce battle cry that inspires your group, increasing their attack speed and attack rating.
ID: 5030^6
Lets loose a fierce battle cry that inspires your group, increasing their attack speed and attack rating.
ID: 5031^6
Lets loose a fierce battle cry that inspires your group, increasing their attack speed and attack rating.
ID: 5032^1
Siphon Soul
ID: 5032^4
This ability further increases the likelihood that your lifetaps will deliver critical heals.
ID: 5032^6
Lets loose a fierce battle cry that inspires your group, increasing their attack speed and attack rating.
ID: 5033^6
Your attacks become reckless, increasing the melee damage you are capable of.
ID: 5034^6
Your attacks become reckless, increasing the melee damage you are capable of.
ID: 5035^1
Unflinching Will
ID: 5035^4
This ability increases your ability to withstand a stunning blow from any angle.
ID: 5035^6
Fills you with a focused fury, increasing your melee accuracy dramatically.
ID: 5036^6
Fills you with a battle sense, greatly increasing your skill at evading attacks, but also lowers your chance to land attacks against your opponents.
ID: 5037^6
Consumes your mind in a cleaving rage, causing every attack you make to be a critical hit.
ID: 5038^6
Focuses your awareness of the situation around you to such an extent that it is impossible for melee attacks to strike you.
ID: 5039^6
Inspires you with a spirit of anger that makes it impossible for you to miss a melee attack.
ID: 5040^6
Fills you with a burning rage, causing you to riposte nearly all incoming attacks.
ID: 5041^6
Cause your body to be consumed by a blind rage, greatly increasing the damage potential of your attacks.
ID: 5042^6
Fills you mind with an indomitable will, making it impossible to stun you for a short time.
ID: 5043^6
Consumes your body with a cleaving anger that greatly increase your chances of landing a crippling blow.
ID: 5044^6
Allows you to focus your energy into a sudden burst of movement speed.
ID: 5061^1
Petrified Roots
ID: 5061^4
This ability reduces the chance that a rooted NPC will be freed by your damage spells by an additional 13 percent.
ID: 5061^6
Imbues your summoned minions with the power of darkness.
ID: 5062^6
Imbues your summoned minions with the power of darkness.
ID: 5064^6
Hastens your thought patterns, allowing you to cast many spells more quickly.
ID: 5065^6
Quickens your thought patterns, increasing your mana pool.
ID: 5066^6
Settles your thoughts into a calm pattern, increasing your hit point and mana regeneration rate.
ID: 5067^6
Causes your muscles to move much quicker, increasing your attack rate.
ID: 5079^6
Test Spell
ID: 5080^6
Test Spell
ID: 5081^6
Test Spell
ID: 5082^6
Test Spell
ID: 5083^1
Hastened Sanctuary
ID: 5083^4
Reduces the reuse timer on your Sanctuary ability. Each rank further reduces the reuse time of Sanctuary.
ID: 5083^6
Test Spell
ID: 5084^6
Test Spell
ID: 5085^1
Mortal Coil
ID: 5085^4
When the Shadow Knight gets credit for a successful kill, Mortal Coil grants a 25% chance to harvest the energy of his victim's departing essence. This energy improves the Shadow Knight's AC and grants him the ability to draw hit points from his enemies as he attacks them. Each rank in this ability increases the amount of energy harvested.
ID: 5085^6
Test Spell
ID: 5086^6
Test Spell
ID: 5087^6
Test Spell
ID: 5088^6
Test Spell
ID: 5089^6
Test Spell
ID: 5090^6
Test Spell
ID: 5091^6
Test Spell
ID: 5092^6
Test Spell
ID: 5093^6
Test Spell
ID: 5095^1
Armor of the Inquisitor
ID: 5095^2
Armor of
ID: 5095^3
the Inquis.
ID: 5095^4
Armor of the Inquisitor grants the paladin an improvement to his armor class and increases the benefit he gains from healing spells that land on him. Additional ranks of the ability increase the effects and the duration of the ethereal armor.
ID: 5095^6
Conjures a sword that will attack your enemies until either it or your opponent is destroyed.
ID: 5096^6
Conjures a sword that will attack your enemies until either it or your opponent is destroyed.
ID: 5097^6
Causes your body to under go the recovery of Trushar, increasing your health at the cost of mana.
ID: 5098^1
Hand of Disruption
ID: 5098^2
Hand of
ID: 5098^3
Disruption
ID: 5098^4
Hand of Disruption has a chance to interrupt your target's spells as they are being cast.
ID: 5098^6
Surrounds your body in a shield of frost, causing damage to any creature that attacks you.
ID: 5099^6
Surrounds your body in a shield of frost, causing damage to any creature that attacks you.
ID: 5100^6
Surrounds your body in the aura of Taelosia, increasing your hit point and mana regeneration.
ID: 5101^6
Summons a dagger of fire.
ID: 5102^6
Summons a hammer of frost.
ID: 5103^6
Strikes your opponent with the power of flame, causing @1 damage.
ID: 5104^6
Strikes your opponent with the power of frost, causing @1 damage.
ID: 5105^1
Spirit of the White Wolf
ID: 5105^2
White
ID: 5105^3
Wolf
ID: 5105^4
Through this ability you are able to assume the form of a white spirit wolf. While in this form, your beneficial spells will require less mana and you will be resistant to cold based attacks. Additionally you will have an increased chance to perform critical heals while this effect is active. Additional ranks further reduce the mana used for beneficial spells, increases the resistance to cold based attacks, as well as the critical chance for beneficial spells.
ID: 5105^6
Surrounds your body in the protection of earth, guarding you from a portion of incoming spell damage, but consumes some of your mana and endurance while in effect.
ID: 5106^6
Summons a Tainted Axe of Hatred.
ID: 5107^6
Forges a Tainted Axe of Hatred.
ID: 5109^1
Pact of the Wolf
ID: 5109^2
Pact of
ID: 5109^3
the Wolf
ID: 5109^4
Through this ability you are able to channel a black werewolf. While in this form, you will benefit from improved vision and quicker reflexes. Additional ranks of this ability will add more health and mana to you.
ID: 5127^1
Doppelganger's Beckon
ID: 5127^4
Each rank of this ability shortens the reuse timer of your Doppelganger ability by 5 minutes.
ID: 5147^6
Causes harm to those that strike the user.
ID: 5150^1
Breath of Atathus
ID: 5150^2
Breath of
ID: 5150^3
Atathus
ID: 5150^4
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
ID: 5150^6
Increases your AC and maximum HP.
ID: 5165^1
Breath of Draton'ra
ID: 5165^2
Breath of
ID: 5165^3
Draton'ra
ID: 5165^4
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
ID: 5180^1
Breath of Osh'vir
ID: 5180^2
Breath of
ID: 5180^3
Osh'vir
ID: 5180^4
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
ID: 5195^1
Breath of Venesh
ID: 5195^2
Breath of
ID: 5195^3
Venesh
ID: 5195^4
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
ID: 5210^1
Breath of Mysaphar
ID: 5210^2
Breath of
ID: 5210^3
Mysaphar
ID: 5210^4
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
ID: 5220^6
Sends your target into a frenzy, increasing their strength, dexterity, and armor class for %z.
ID: 5221^6
The rage of Xyzith is channeled through your weapon, briefly stunning your opponent and causing #1 damage.
ID: 5222^6
Consumes your target in a dark spirit, causing @3 damage every six seconds for up to %z. This effect will also heal you for the same amount.
ID: 5225^1
Breath of Keikolin
ID: 5225^2
Breath of
ID: 5225^3
Keikolin
ID: 5225^4
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
ID: 5225^6
Strikes your target with a thrown stone, causing #1 damage.
ID: 5248^1
Hunter's Fury
ID: 5248^4
When you land a killing blow on a non-trivial opponent, you will occasionally draw enough strength from the act to get a instant boost to your endurance as well as increase the damage done by your attacks for the duration of the effect. Each additional rank increases the chance that this occurs as well as the damage inflicted.
ID: 5249^6
Increases casting time by #1 percent. Decreases movement rate by #2 percent. Decreases attack speed to #12 percent.
ID: 5250^6
Provides your target with heroic valor, increasing their hit points and armor class for %z.
ID: 5251^1
Union of Spirits
ID: 5251^2
Union
ID: 5251^3
of Spirits
ID: 5251^4
This ability channels the energy of spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration. Additional ranks increase the stat bonus granted, as well as the healing amount.
ID: 5251^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 5252^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 5253^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 5254^6
Strikes an enemy with holy might, briefly stunning them and causing between #2 and @2 damage. This spell works on creatures up to level @1.
ID: 5255^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every 6 seconds for %z.
ID: 5256^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 5257^6
Cloaks your target in an aura of protection, granting them increased hit points and armor class for %z.
ID: 5258^6
Bestows your target with a divine blessing, allowing them to cast spells faster for %z. This blessing works on spells up to level #2.
ID: 5259^6
Fills your target's body with pious elixir, healing #1 hit points every 6 seconds for %z.
ID: 5260^6
Calls upon the condemnation of the gods to strike your target, causing #1 damage.
ID: 5261^6
Places the Panoply of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 5262^6
ID: 5263^1
Shield Block
ID: 5263^4
This ability grants you the chance to fully block an attack when using a shield. Increased ranks improve the chance to block attacks.
ID: 5263^6
ID: 5264^1
Death's Wrath
ID: 5264^4
Increases the critical hit chance of your pet's melee attacks by 1% per rank.
ID: 5264^6
Summons a magical hammer that is particularly adept at smiting undead.
ID: 5265^6
Bathes your target in pious light, healing between #1 and @1 hit points.
ID: 5266^6
Strikes an enemy with holy might, briefly stunning them. This spell works on creatures up to level @1.
ID: 5267^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 5268^6
A burst of holy power that inflicts #1 damage to an undead target.
ID: 5269^1
Summoner's Beckon
ID: 5269^4
This ability provides a 50% chance to not consume a reagent when casting Call of the Hero or similar spells.
ID: 5269^6
Places the mark of the blameless on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 5270^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points as well as curing moderate diseases and poisons.
ID: 5271^6
Causes the earth to tremble around you, causing between #1 and @1 damage to all nearby enemies.
ID: 5272^6
Bestows your group with a divine blessing, allowing them to cast spells faster for %z. This blessing affects spells up to level #2.
ID: 5273^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, dexterity, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 5274^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 5275^6
Strikes nearby creatures with a silent decree, inflicting @3 damage and stunning them.
ID: 5276^1
Shifting Elements
ID: 5276^4
Decreases the reuse timer of your Elemental Heart and Elemental Core abilities by 1 minute per rank.
ID: 5276^6
Places mystic armor of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 5277^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 5278^6
Cloaks your group in an aura of protection, granting them increased hit points and armor class for %z.
ID: 5279^6
Commands the power of chaos to strike your target for @1 damage.
ID: 5280^6
Provides your target with heroic valor, increasing their hit points and armor class for %z.
ID: 5281^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 5282^6
Channels the power of Rodcet Nife, healing your target for between #1 and @1 hit points.
ID: 5283^6
Focuses the curative properties of the Prime Healer, cleansing the body of harmful curses, toxins, and diseases.
ID: 5284^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 5285^6
Imbues your weapon with the power of Rodcet Nife, granting it a chance to cause incredible pain to undead creatures.
ID: 5286^6
A burst of holy light that causes between #1 and @1 damage to an undead target.
ID: 5287^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 5288^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 5289^6
Bathes your target in the light of life, healing #1 hit points.
ID: 5290^6
Provides your group with heroic valor, increasing their hit points and armor class for %z.
ID: 5291^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 5292^6
Invokes the quiet power of Quellious, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1.
ID: 5293^6
Fills your target's body with pious cleansing light, healing #1 hit points every six seconds for %z.
ID: 5294^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 5295^1
Arcane Overkill
ID: 5295^4
Arcane Overkill adds a chance for you to gain mana back when you score a killing strike with a spell. Ranks one through six increase your chance by 10% each rank while additional ranks increase the amount of mana returned by an Arcane Overkill. Ranks 16, 17, and 18 add a small increase to critical spell damage for 2 minutes. Ranks 19, 20, and 21 increase the chance to proc, mana returned, and damage inflicted. Ranks 22 through 24 increase the mana returned slightly. Ranks 25 through 27 increase the chance to proc.
ID: 5295^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 5296^6
Emanates a wave of Marr's blessing from the caster, healing @1 hit points for everyone in your group.
ID: 5297^6
Surrounds your group with the shield of the Underfoot, increasing their hit points for %z.
ID: 5298^1
Funeral Dirge
ID: 5298^2
Funeral
ID: 5298^3
Dirge
ID: 5298^4
By focusing your songs on an enemy, you can weaken their ability to defend themselves, increasing the damage they take from attacks. As the song builds to a crescendo it causes massive damage to the target. Additional ranks inflict more damage upon the target at the end of the effect.
ID: 5298^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 5299^6
Strikes your target with the force of Chaos, briefly stunning them. This effect works on creatures up to level @1.
ID: 5300^6
Cloaks you in a veil of nature, providing a chance for creatures attacking you to be less hateful towards you.
ID: 5301^6
A burst of holy light that causes between #1 and @1 damage to a summoned target.
ID: 5302^6
Surrounds your target in a shield of thorns that cause damage to anything that strikes them for %z.
ID: 5303^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every 6 seconds for %z.
ID: 5304^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 5305^6
Focuses your target with the call of the Rathe, increasing their armor class, and causing damage to anything that strikes them for %z.
ID: 5306^6
Blesses your target with the strength of the hunter, increasing their hit points and attack rating for %z.
ID: 5307^6
Surrounds your body in a coat of blades that increases your armor class, as well as harming those that strike you for %z.
ID: 5308^6
Commands roots to take hold of your target, preventing their movement for %z.
ID: 5309^6
Calls forth a frozen wind to encase your target in ice, doing @1 damage.
ID: 5310^6
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 5311^6
Imparts your weapons with the power of nature for %z, allowing them a chance to strike summoned creatures for greater damage.
ID: 5312^6
Summons the spirit of the predator to impart your group with an increased attack rating as well as increasing your chance to double attack for up to %z.
ID: 5313^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 5314^6
Cancels magical enchantments affecting your target.
ID: 5315^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 5316^6
Cloaks your target in an aura of tranquility, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 5317^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z.
ID: 5318^6
Imparts your weapons with the power of the storm for %z, allowing them a chance to strike with the fury of thunder.
ID: 5319^6
Calls the wind of the north to freeze your target, causing @1 damage.
ID: 5320^6
Heats the blood of your target, causing between #1 and @1 damage every six seconds for %z.
ID: 5321^6
Summons a festering darkness that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z.
ID: 5322^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 5323^6
Drains #3 of your target's life energy and transfers it to you every 6 seconds for %z.
ID: 5324^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 5325^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and using that energy to heal the bodies and minds of your group.
ID: 5326^6
ID: 5327^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 5328^6
Invokes severe pain from your target, causing #7 damage, and uses that energy to greatly increase your armor class for a period of time.
ID: 5329^6
Fills your target's mind with pure terror, inciting severe hatred.
ID: 5330^6
Fills your target's veins with burning hatred, causing between #1 and @1 damage every 6 seconds for %z.
ID: 5331^6
Animates an undead servant. Consumes bone chips when cast.
ID: 5332^6
Fills your pet with rage, giving it increased attack speed, armor class, and strength for %z.
ID: 5333^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 5334^6
Hurls a spear of decay at your target, doing #1 damage.
ID: 5335^6
Disrupts the dark energy of the undead, causing between #1 and @1 damage.
ID: 5336^6
Causes all nearby NPCs to develope an intense hatred for you.
ID: 5337^6
Invokes severe hatred from your target, causing #7 damage and using that energy to greatly increase your attack rating.
ID: 5338^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 5339^6
Covers your body in a protective cloak of living shadow for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 5340^6
Conjures a mystic maw that tears at your enemy, causing #7 damage and using that energy to heal the bodies and minds of your group.
ID: 5341^6
Commands roots to take hold of your target, preventing their movement for %z.
ID: 5342^6
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 5343^6
Summons a whirling wind to stun your target, also doing between #1 and @1 damage.
ID: 5344^6
Surrounds your target in dancing flames for %z, lowering their attack value, as well as their fire resistance, and armor class.
ID: 5345^6
Calls down a hailstorm from the sky, causing three waves of #1 damage to all creatures near your target.
ID: 5346^6
Causes the earth to tremble around you, causing between #1 and @1 damage to all nearby enemies.
ID: 5347^6
Calms the savage spirit of almost any creature in an area around your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 5348^6
Surrounds your target in dancing flames for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance, and armor class.
ID: 5349^6
Entangles your target's feet with magical roots, slowing their movement speed for up to %z. The vines also protect the caster's group by absorbing 20 percent of incoming melee damage up to 1600. The thorns on the vines will damage attacking creatures.
ID: 5350^6
Fills your target with the power of the lion, increasing the damage they are capable of for %z.
ID: 5351^6
Surrounds your target in dancing flames, lowering their attack value and armor class for %z.
ID: 5352^6
Hardens the skin of your target, increasing their hit points, mana regeneration, and armor class for %z.
ID: 5353^6
Hastens your groups natural healing, allowing them to recover hit points faster.
ID: 5354^6
Covers your target in a layer of glistening ice, lowering their cold resistance and armor class.
ID: 5355^6
Mends severe wounds, healing between #1 and @1 damage.
ID: 5356^6
Covers you in a shield of oak, greatly reducing the damage you take from melee attacks for up to %z.
ID: 5357^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 5358^6
Surrounds your target in a shield of spikes that causes damage to anything that strikes them for %z.
ID: 5359^6
Beckons to the animals of the wild, allowing you to control them.
ID: 5360^6
Commands roots to take hold of your target, doing #1 damage, and preventing their movement for %z.
ID: 5361^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 5362^6
Surrounds your body in a coat of bracken that increases your armor class, as well as harming those that strike you for %z.
ID: 5363^6
Inflicts the vengeance of the wild on your target, causing between #2 and @2 damage every six seconds for %z.
ID: 5364^6
A burst of holy light that causes between #1 and @1 damage to a summoned target.
ID: 5365^6
Surrounds your group in a shield of spikes that causes damage to anything that strikes them for %z.
ID: 5366^6
Hardens the skin of your group, increasing their hit points, mana regeneration, and armor class for %z.
ID: 5367^6
Summons the raging blizzard of winter, causing @1 damage to your target.
ID: 5368^6
Covers your face in the mask of the forest for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 5369^6
Commands the frost of chaos to strike your target for @1 damage.
ID: 5370^6
A calming song that calms the aggressive nature of many monsters.
ID: 5371^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 5372^6
A great scream of torment that does between #1 and @1 damage to your opponent and potentially interrupts casting.
ID: 5373^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 5374^6
Surrounds your group in a protective aura, granting them protection from melee and spell attacks.
ID: 5375^6
A melody that summons a horde of ethereal halflings to attack your opponent, causing them damage and slowing their attack speed.
ID: 5376^6
The song of the warlord fills your group's arms with strength, granting them increased attack speed, strength, attack rating. It also adds an aura that damages opponents that strike them.
ID: 5377^6
Calls forth the wind of Marr to regenerate the health and mana of your group.
ID: 5378^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 5379^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 5380^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 5381^6
A slow rhythm that lowers the movement rate of an opponent for %z.
ID: 5382^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 5383^6
A bewitching melody that charms the target, allowing you to command it.
ID: 5384^6
Calls forth the wind of Marr to regenerate the health and mana of nearby allies.
ID: 5385^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 5386^6
ID: 5387^6
A quiet lullaby that causes your target to fall into an enchanted sleep.
ID: 5388^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 5389^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 5390^6
Fills your target with a sense of nimbleness, increasing their ability to avoid being hit for %z.
ID: 5391^6
Strikes your target with a jet of poisonous acid, causing between #1 and @1 damage.
ID: 5392^6
Surrounds your target with a foul cloud of plague which will lower their resistance to disease and poison attacks.
ID: 5393^6
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 5394^6
Saps your target's power, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 5395^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 5396^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 5397^6
Places an ancestral guard on your target, increasing their armor class for %z.
ID: 5398^6
Fills your target with the spirit of fortitude, increasing their stamina for %z.
ID: 5399^6
Fills your target with a sense of nimbleness, increasing their ability to avoid being hit for %z.
ID: 5400^6
Summons the power of your ancestors, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 5401^6
Creates a rain of poison, causing three waves of #1 damage to everything in a small radius around your target.
ID: 5402^6
Cloaks you in a mystic veil, rendering you invisible to many creatures for %z.
ID: 5403^6
Channels your body's energy to refresh your mind, trading hit points for mana.
ID: 5404^6
Fills your target's body with strength, increasing their damage for %z.
ID: 5405^6
Fills your group with the spirit of fortitude, increasing their stamina for %z.
ID: 5406^6
Hastens your groups's natural healing, allowing them to recover hit points faster.
ID: 5407^6
ID: 5408^6
Creates a rift of bitter cold, causing between #1 and @1 damage to your target.
ID: 5409^6
Grants your group heightened strength, increasing their damage for %z.
ID: 5410^6
Purifies your target's spirit, potentially removing some detrimental spells from them.
ID: 5411^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 5412^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 5413^6
ID: 5414^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 5415^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 5416^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 5417^6
Infuses nearby allies with the power of an avatar, increasing their strength, dexterity, agility, and attack rating for %z.
ID: 5418^6
Channels your body's energy to refresh your mind, trading hit points for mana.
ID: 5419^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 5420^6
Strikes your target with a jet of poison, causing between #1 and @1 damage.
ID: 5421^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 5422^6
ID: 5423^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 5424^6
Causes your target's heartbeat to become irregular, lowering their strength and armor class, and doing between #4 and @4 damage every 6 seconds for %z.
ID: 5425^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 5426^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 5427^6
Sickens your target, lowering their resistance to poison and disease for %z.
ID: 5428^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 5429^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to @1.
ID: 5430^6
Summons an embracing darkness that binds your target's feet, decreasing their movement rate, and doing between #1 and @1 damage every six seconds for %z.
ID: 5431^6
Infuses a corpse with a spirit of torment that will do your bidding. Consumes bone chips when cast.
ID: 5432^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 5433^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 5434^6
Grips your body in an unholy darkness, slowly draining your hit points while regenerating your mana.
ID: 5435^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, and curses.
ID: 5436^6
Places the Bulwark of Calliav on your pet, absorbing up to @1 damage from the next #1 melee strikes or direct damage spells that hit it.
ID: 5437^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 5438^6
Inspires a spirit of pestilence to inhabit a corpse to do your bidding. Consumes bone chips when cast.
ID: 5439^6
Commands an undead creature to do your bidding, temporarily bending them to your will.
ID: 5440^6
A burst of holy power that inflicts #1 damage to an undead target.
ID: 5441^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 5442^6
Covers your target in crystals of ice, causing #1 damage. This damage is much more difficult to resist than most spells.
ID: 5443^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 5444^6
Tears of searing flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 5445^6
Bolts of thunder consume your target, causing #1 damage. This damage is much more difficult to resist than most spells.
ID: 5446^6
Consumes your target in a sudden torrent of fire, causing between #1 and @1 damage.
ID: 5447^6
Searing flames consume your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 5448^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 5449^6
Consumes your target in a sudden torrent of thunder, causing between #1 and @1 damage and briefly stunning your target.
ID: 5450^6
Assaults your target's body with arcing bolts of thunderous energy, causing #1 damage.
ID: 5451^6
Creates a circle of lightning around you, causing between #1 and @1 damage to all nearby creatures.
ID: 5452^6
Consumes your target in a sudden torrent of lightning, causing between #1 and @1 damage.
ID: 5453^6
Envelops you in a magical ward, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 5454^6
A storm of meteors falls around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 5455^6
Creates a circle of fire around you, causing between #1 and @1 damage to all nearby creatures.
ID: 5456^6
Strikes your target with energy, stunning them briefly, and causing #1 damage.
ID: 5457^6
Consumes your target in a sudden torrent of frost, causing #1 damage.
ID: 5458^6
Summons a cosmic ice meteor from the heavens, causing #1 damage to your target.
ID: 5459^6
Places the protection of Calrena on your target, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 5460^6
Conjures a frozen sword that attacks your target until either it, or the target, is dead.
ID: 5461^6
Tears of ice fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 5462^6
Consumes your target in the inferno of Solusek Ro, causing #1 damage.
ID: 5463^6
Consumes your target in the power of chaos causing #1 damage.
ID: 5464^6
Focuses mana into the form of a runed mantle that allows many of your beneficial spells to last a longer period of time. This item works on spells up to level 70.
ID: 5465^6
Focuses mana into the form of the Staff of the North Wind, a useful weapon for summoned creatures.
ID: 5466^6
Surrounds your target in a shield of flames, damaging any creature that attacks them.
ID: 5467^6
Focuses mana into the form of the Fireblade, a useful weapon for summoned creatures.
ID: 5468^6
Focuses mana into the form of a jeweled bracelet that increases the damage of many spells. This item works on spells up to level 70.
ID: 5469^6
Focuses mana into the form of a spiked ring that allows you to cast many spells faster. This item works on spells up to level 70.
ID: 5470^6
Focuses mana into the form of a glowing bauble that lowers the mana cost of detrimental spells when worn. This item works on spells up to level 70.
ID: 5471^6
Focuses mana into the form of an steel bracelet that increases the damage of long term detrimental spells. This item works on spells up to level 70.
ID: 5472^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 5473^6
Summons the ward of Xegony to aid you in battle.
ID: 5474^6
Burns your target's skin with the firebolt of Jerikor, causing between #1 and @1 damage.
ID: 5475^6
Focuses mana into the form of a platinum choker that sometimes allows you to cast a spell without consuming any reagents. This item works on spells up to level 70.
ID: 5476^6
Covers you in a phantom shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 5477^6
Focuses mana into the form of the Dagger of the Deep, a useful weapon for summoned creatures.
ID: 5478^6
Infuses your elemental companion with energy, increasing their attack speed, armor class, and damage.
ID: 5479^6
Conjures a storm of solar energy that assaults several creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 5480^6
Summons a servant of Marr to aid you in battle.
ID: 5481^6
Strikes your target with burning sand, causing @1 damage.
ID: 5482^6
Focuses mana into the form of the Dagger of the Deep, a useful weapon for summoned creatures.
ID: 5483^6
Focuses mana into the form of a bag of jewelry that grants a number of spell enhancements to the wearer.
ID: 5484^6
Conjures a shock of black steel that assaults your target, causing between #1 and @1 damage.
ID: 5485^6
Summons a child of Ro to aid you in battle.
ID: 5486^6
Focuses mana into the form of a sphere of air, an item which can grant invisibilty to its user.
ID: 5487^6
ID: 5488^6
Surrounds your group in radiating fire, damaging any creature that attacks them.
ID: 5489^6
Focuses mana into the form of a crystal belt, an item that increases your pet's hit points, strength, stamina, dexterity, and agility.
ID: 5490^6
A burst of holy light that causes between #1 and @1 damage to a summoned target.
ID: 5491^6
Renews the health of your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, and curses.
ID: 5492^6
Surrounds your target in a magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 5493^6
Conjures a maelstrom of thunder that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 5494^6
Places the Bulwark of Calliav on your pet, absorbing up to @1 damage from the next #1 melee strikes or direct damage spells that hit it.
ID: 5495^6
Summons the Rathe's son to aid you in battle.
ID: 5496^6
Burns your target's skin with a vortex of the sun, causing between #1 and @1 damage.
ID: 5497^6
Converts your pet's life into a shield around you that will increase your mana regen.
ID: 5498^6
Summons a bolt of solar energy to strike your target for @1 damage.
ID: 5499^6
Saps your target's power, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 5500^6
Covers you in a shimmer of runes that absorb damage.
ID: 5501^6
ID: 5502^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 5503^6
Causes your opponent to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 5504^6
Covers your target in a shimmer of runes that absorb damage. Consumes a peridot when cast.
ID: 5505^6
Animates a set of weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 5506^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 5507^6
Fills your target with energy, increasing their attack speed, agility, dexterity, and attack rating.
ID: 5508^6
ID: 5509^6
Constricts your target's throat, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 5510^6
Dominates your target's mind, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 5511^6
Causes several creatures around your target to fall into an enchanted sleep for up to %z. The spell works on creatures up to level @1.
ID: 5512^6
ID: 5513^6
Calms your target's thoughts, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 5514^6
Fills your arms with energy and hardens your skin, absorbing damage.
ID: 5515^6
Places the Wall of Alendar on your target, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 5516^6
Creates a wave of intense color around you that assaults your opponent's senses, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 5517^6
Places the circle of Alendar on your group, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 5518^6
Strikes your target with a chaotic burst of mental energy, causing between #1 and @1 damage.
ID: 5519^6
Dominates your target's mind, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 5520^6
Causes your opponent to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 5521^6
Fills your group with energy, increasing their attack speed, agility, dexterity, attack rating, and chance to make critical hits.
ID: 5522^6
Calms your group's thoughts, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 5523^6
Commands the madness of chaos to strike your target for #1 damage.
ID: 5524^6
ID: 5525^6
ID: 5526^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, and curses.
ID: 5527^6
Fills your target's veins with deadly venom, causing #2 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 5528^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 5529^6
Imbues your target with the focus of Alladnu, providing increased hit points for %z.
ID: 5530^6
Fills your group with spiritual brawn, increasing their hit points and attack rating for %z.
ID: 5531^6
Summons a feral warder to aid you in battle.
ID: 5532^6
ID: 5533^6
Fills your warder with the celerity of Arag, increasing their attack speed, damage, armor class, and attack rating.
ID: 5534^6
Fills your warder with the spirit of Irionu increasing their dexterity, as well as providing them a chance to perform a stunning frost attack.
ID: 5535^6
Strikes your target with a frost spear, causing between #1 and @1 damage.
ID: 5536^6
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 5537^6
Envelops your group in an aura of spiritual dominion, increasing their mana and hit point regeneration.
ID: 5538^6
Summons a feral warder to aid you in battle.
ID: 5539^6
Places a feral guard on your pet, absorbing up to @1 damage from the next #1 melee strikes or direct damage spells that hit it.
ID: 5540^6
Infects your target with a festering disease that causes between #2 and @2 damage every six seconds for %z.
ID: 5541^6
ID: 5542^6
Consumes your target in a spirit of savagery, increasing their resistances, attack rating, and stamina.
ID: 5543^6
Strikes your target with savage ice, doing @1 damage.
ID: 5544^6
Stirkes your target with a static pulse, causing @2 damage and briefly stunning them. The stun portion of this effect works on creatures up to level @3.
ID: 5545^6
ID: 5546^6
ID: 5547^6
ID: 5548^6
ID: 5549^6
ID: 5550^6
ID: 5551^6
ID: 5552^6
ID: 5553^6
ID: 5554^6
ID: 5555^6
ID: 5556^6
ID: 5557^6
ID: 5558^6
ID: 5559^6
ID: 5560^6
Fills you with a blistering rage, increasing your throwing damage for.
ID: 5561^6
Poisons your blade with Bitter Feedback, causing your target to take damage if struck.
ID: 5562^6
Poisons your blade with Bitter Feedback, causing your target to take damage if struck.
ID: 5563^6
Poisons your blade with Freezing Feedback, causing your target to take damage if struck.
ID: 5564^6
Poisons your blade with Freezing Feedback, causing your target to take damage if struck.
ID: 5565^6
Poisons your blade with Seeping Haze, lowering your target's hate toward you.
ID: 5566^6
Poisons your blade with Seeping Haze, lowering your target's hate toward you.
ID: 5567^6
Poisons your blade with Mind Shock, lowering your target's hate toward you.
ID: 5568^6
Poisons your blade with Mind Shock, lowering your target's hate toward you.
ID: 5569^6
Removes magical effects from your target.
ID: 5570^6
Removes magical effects from your target.
ID: 5571^6
Entangles your target's feet with magical roots, slowing their movement speed for up to %z.
ID: 5572^6
Entangles your target's feet with magical roots, slowing their movement speed for up to %z.
ID: 5573^6
Restores your target's hit points at the expense of your own.
ID: 5574^6
Cloaks you in a shimmering illusion that makes you appear to be a Goblin.
ID: 5575^6
Poisons your blade with Bloodpyre, causing your target to take damage if struck.
ID: 5576^6
Poisons your blade with Bloodpyre, causing your target to take damage if struck.
ID: 5577^6
Poisons your blade with Heart Blaze, causing your target to take damage if struck.
ID: 5578^6
Poisons your blade with Heart Blaze, causing your target to take damage if struck.
ID: 5579^6
Poisons your blade with Spinning Confusion, providing your weapons with a chance to briefly stun your opponent and cause minor damage.
ID: 5580^6
Poisons your blade with Spinning Confusion, providing your weapons with a chance to briefly stun your opponent and cause minor damage.
ID: 5581^6
Poisons your blade with Spinal Disorientation, providing your weapons with a chance to briefly stun your opponent and cause minor damage.
ID: 5582^6
Poisons your blade with Spinal Disorientation, providing your weapons with a chance to briefly stun your opponent and cause minor damage.
ID: 5583^6
Poisons your blade with Mind Stir, causing your target to lose mana if struck.
ID: 5584^6
Poisons your blade with Mind Stir, causing your target to lose mana if struck.
ID: 5585^6
Poisons your blade with Mental Discord, causing your target to lose mana if struck.
ID: 5586^6
Poisons your blade with Mental Discord, causing your target to lose mana if struck.
ID: 5587^6
Poisons your blade with Vascular Inferno, which burns your target's flesh and causes damage.
ID: 5588^6
Poisons your blade with Vascular Inferno, which burns your target's flesh and causes damage.
ID: 5589^6
Poisons your blade with Systemic Destruction, which burns your target's flesh and causes damage.
ID: 5590^6
Poisons your blade with Systemic Destruction, which burns your target's flesh and causes damage.
ID: 5591^6
Poisons your blade with Heart Rot, which burns your target's flesh and causes damage.
ID: 5592^6
Poisons your blade with Heart Rot, which burns your target's flesh and causes damage.
ID: 5593^6
Poisons your blade with Flesh Rot, which burns your target's flesh and causes damage.
ID: 5594^6
Poisons your blade with Flesh Rot, which burns your target's flesh and causes damage.
ID: 5595^6
Forges a Throwing Knife. Consumes a sheet metal when cast.
ID: 5596^6
Shocks your target with an electrical charge.
ID: 5597^6
ID: 5598^6
ID: 5599^6
ID: 5600^6
ID: 5601^6
ID: 5602^6
ID: 5603^6
ID: 5604^6
ID: 5605^6
ID: 5606^6
ID: 5607^6
ID: 5608^6
ID: 5609^6
ID: 5610^6
ID: 5611^6
ID: 5612^6
ID: 5613^6
ID: 5614^6
ID: 5615^6
ID: 5616^6
ID: 5617^6
ID: 5618^6
ID: 5619^6
ID: 5620^6
ID: 5621^6
ID: 5622^6
ID: 5623^6
ID: 5624^6
ID: 5625^6
ID: 5626^6
ID: 5627^6
ID: 5628^6
ID: 5629^6
ID: 5630^6
ID: 5631^6
ID: 5632^6
ID: 5633^6
ID: 5634^6
ID: 5635^6
ID: 5636^6
ID: 5637^6
ID: 5638^6
ID: 5639^6
ID: 5640^6
ID: 5641^6
ID: 5642^6
ID: 5643^6
ID: 5644^6
ID: 5645^6
ID: 5646^6
ID: 5647^6
ID: 5648^6
ID: 5649^6
ID: 5650^6
ID: 5651^6
ID: 5652^6
ID: 5653^6
ID: 5654^6
ID: 5655^6
ID: 5656^6
ID: 5657^6
ID: 5658^6
ID: 5659^6
ID: 5660^6
ID: 5661^6
ID: 5662^6
ID: 5663^6
ID: 5664^6
ID: 5665^6
ID: 5666^6
ID: 5667^6
ID: 5668^6
ID: 5669^6
ID: 5670^6
ID: 5671^6
ID: 5672^6
ID: 5673^6
ID: 5674^6
ID: 5675^6
ID: 5676^6
ID: 5677^6
ID: 5678^6
ID: 5679^6
ID: 5680^6
ID: 5681^6
ID: 5682^6
ID: 5683^6
ID: 5684^6
ID: 5685^6
ID: 5686^6
Uses loops to capture your target.
ID: 5687^6
ID: 5688^6
ID: 5689^6
ID: 5690^6
ID: 5691^6
ID: 5692^6
ID: 5693^6
ID: 5694^6
ID: 5695^6
ID: 5696^6
ID: 5697^6
ID: 5698^6
ID: 5699^6
ID: 5700^6
ID: 5701^6
ID: 5702^6
ID: 5703^6
ID: 5704^6
ID: 5705^6
ID: 5706^6
ID: 5707^6
ID: 5708^6
ID: 5709^6
ID: 5710^6
ID: 5711^6
ID: 5712^6
ID: 5713^6
ID: 5714^6
ID: 5715^6
ID: 5716^6
ID: 5717^1
Fierce Eye
ID: 5717^2
Fierce
ID: 5717^3
Eye
ID: 5717^4
When active this ability will increase the power of those around you by increasing the chance they have to do a critical strike with a spell or melee.
ID: 5717^6
ID: 5718^6
ID: 5719^6
ID: 5720^6
ID: 5721^6
ID: 5722^6
ID: 5723^6
ID: 5724^6
ID: 5725^6
ID: 5726^6
ID: 5727^6
ID: 5728^6
ID: 5729^6
ID: 5730^6
ID: 5731^6
Opens a mystic portal that teleports your group to Barindu.
ID: 5732^6
Opens an arcane portal that teleports your group to Barindu.
ID: 5733^6
Opens a mystic portal that teleports you to Barindu.
ID: 5734^6
Opens an arcane portal that teleports you to Barindu.
ID: 5735^6
Opens an arcane portal that teleports your target to Barindu.
ID: 5736^6
ID: 5737^6
ID: 5738^6
ID: 5739^6
ID: 5740^6
ID: 5741^6
ID: 5742^6
ID: 5743^6
ID: 5744^6
ID: 5745^6
ID: 5746^6
ID: 5747^6
ID: 5748^6
ID: 5749^6
ID: 5750^6
ID: 5751^6
ID: 5752^6
ID: 5753^6
ID: 5754^6
ID: 5755^6
ID: 5756^6
ID: 5757^6
ID: 5758^6
ID: 5759^6
ID: 5760^6
ID: 5761^6
ID: 5762^6
ID: 5763^6
ID: 5770^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 5771^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 5772^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 5773^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 5774^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 5775^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 5776^1
Precise Blow
ID: 5776^4
Each rank increases your critical hit rates with melee attacks.
ID: 5776^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 5777^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 5778^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 5779^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 5780^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 5781^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 5782^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 5783^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 5784^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 5785^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 5786^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 5787^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 5788^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 5789^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 5790^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 5791^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 5792^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 5793^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 5794^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 5795^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 5796^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 5797^6
ID: 5798^6
Helps to cure poison on the user.
ID: 5799^6
Helps to cure disease on the user.
ID: 5800^6
ID: 5801^6
ID: 5802^6
ID: 5803^6
ID: 5804^6
ID: 5805^6
ID: 5806^6
ID: 5807^6
ID: 5808^6
ID: 5809^6
ID: 5810^6
ID: 5811^6
ID: 5812^6
ID: 5813^6
ID: 5814^6
ID: 5815^6
ID: 5816^6
ID: 5817^6
ID: 5818^6
ID: 5819^6
ID: 5820^6
ID: 5821^6
ID: 5822^6
ID: 5823^6
ID: 5824^6
ID: 5825^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 5826^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 5827^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 5828^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 5829^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 5830^6
ID: 5831^6
ID: 5832^6
ID: 5833^1
Divine Companion Aura
ID: 5833^2
Divine
ID: 5833^3
Companion Aura
ID: 5833^4
The gods empower you to render your pet invulnerable for a short period of time.
ID: 5837^6
ID: 5838^6
ID: 5839^6
ID: 5840^6
Increases the ability of the user to store mana.
ID: 5841^6
ID: 5842^6
ID: 5843^6
ID: 5844^6
ID: 5845^6
ID: 5846^6
ID: 5847^6
ID: 5848^6
ID: 5849^1
Beguiler's Banishment
ID: 5849^4
Has a chance to forcibly move all enemies around you away from you and cause them to forget that you exist.
ID: 5849^6
ID: 5850^6
ID: 5851^6
When thrown, it sticks to the target, slowing down its movement.
ID: 5852^6
When thrown, it explodes with a force that stuns its target.
ID: 5853^6
ID: 5854^6
ID: 5855^6
ID: 5856^6
ID: 5857^6
ID: 5858^6
ID: 5859^6
ID: 5860^6
ID: 5861^6
ID: 5862^6
ID: 5863^6
ID: 5864^6
ID: 5865^6
ID: 5866^6
Periodically strikes at creatures that are attacking you. This effect will fade after 40 strikes.
ID: 5867^6
When thrown, it explodes and burns the target.
ID: 5868^6
When thrown, it explodes and freezes the target.
ID: 5869^6
ID: 5870^6
ID: 5871^6
ID: 5872^6
ID: 5873^6
ID: 5874^6
ID: 5875^6
ID: 5876^6
ID: 5877^6
ID: 5878^6
ID: 5879^6
ID: 5880^6
ID: 5881^6
ID: 5882^6
ID: 5883^6
ID: 5887^6
ID: 5888^6
ID: 5889^6
ID: 5900^6
ID: 5901^6
ID: 5902^6
ID: 5903^6
While this ability is active, any creature that tries to attack the enchanter has a chance to be stunned in retribution. This ability does not affect creatures that are immune to stunning. Rank 1 will affect creatures level 73 and below and rank 2 will affect creatures level 83 and below while rank 3 will affect creatures level 88 and below.
ID: 5904^6
When used, it explodes and shocks the target.
ID: 5905^6
When thrown, it explodes and poisons the target.
ID: 5906^6
ID: 5907^6
ID: 5908^6
ID: 5909^6
ID: 5910^6
ID: 5911^6
ID: 5912^6
Removes you from combat. Any aggressive action or healing of a party member breaks this effect.
ID: 5913^6
ID: 5914^6
ID: 5915^6
ID: 5916^6
ID: 5917^6
When thrown, it explodes and diseases the target.
ID: 5918^6
ID: 5919^6
ID: 5920^6
Causes the user to regenerate faster than normal.
ID: 5921^6
ID: 5922^6
ID: 5923^6
ID: 5924^6
ID: 5927^6
ID: 5928^6
ID: 5929^6
ID: 5930^6
ID: 5931^6
ID: 5932^6
ID: 5933^6
Raises the skill cap for 1-handed blunt, 2-handed blunt, and 2-handed slashing weapons. Raises agility, strength, and dexterity, and heals you for #9 per tick for up to %z.
ID: 5934^6
ID: 5935^6
ID: 5936^6
ID: 5937^6
ID: 5938^6
This ability allows warriors to temporarily boost hit points to get through tough situations. The exertion takes its toll, though. These hit points dissipate over the course of a minute and leave the warrior weaker than when Warlord's Tenacity started.
ID: 5939^6
ID: 5943^6
ID: 5944^6
ID: 5945^6
ID: 5949^6
ID: 5950^6
ID: 5951^6
ID: 5952^6
ID: 5953^6
ID: 5975^6
ID: 5976^6
ID: 5977^6
ID: 5978^6
ID: 5979^6
ID: 5980^6
ID: 5981^6
ID: 5982^6
ID: 5983^6
ID: 5984^1
Force of Disruption
ID: 5984^2
Force of
ID: 5984^3
Disruption
ID: 5984^4
Force of Disruption has a chance to interrupt your target's spells as they are being cast. It also increases the likelihood that the target will attack you. Additional ranks increase the amount of hate generated.
ID: 5984^6
ID: 5985^6
ID: 5986^6
ID: 5987^6
ID: 5988^6
ID: 5989^6
ID: 5990^6
ID: 5991^6
ID: 5992^6
ID: 5993^6
ID: 5994^6
ID: 5995^6
ID: 5996^6
ID: 5997^6
ID: 5998^6
ID: 5999^6
ID: 6000^6
ID: 6001^6
ID: 6002^6
ID: 6003^6
ID: 6004^6
ID: 6005^6
ID: 6006^6
ID: 6007^6
ID: 6008^6
ID: 6009^6
ID: 6010^6
ID: 6011^6
ID: 6012^6
ID: 6013^6
ID: 6014^6
ID: 6015^6
ID: 6016^6
ID: 6017^6
ID: 6018^6
ID: 6019^6
ID: 6020^1
Punch Mastery
ID: 6020^4
Ranks in this ability increase the minimum damage of your Eagle Strike, Dragon Punch and Tiger Claw attacks.
ID: 6020^6
ID: 6021^6
Claws at your target, dealing #1 damage.
ID: 6022^6
ID: 6023^1
Hastened Destructive Force
ID: 6023^4
This ability decreases the amount of time required between uses of Destructive Force by ten percent per rank. You may train in this ability once each level, upon reaching level 68.
ID: 6023^6
ID: 6024^6
ID: 6025^6
ID: 6026^6
ID: 6027^6
ID: 6028^6
ID: 6029^6
ID: 6030^6
ID: 6031^6
ID: 6032^6
ID: 6033^6
ID: 6034^6
ID: 6035^6
ID: 6036^6
ID: 6037^6
ID: 6038^6
ID: 6039^6
ID: 6040^6
Increases your run speed for up to %z.
ID: 6041^6
ID: 6042^6
ID: 6043^6
ID: 6044^6
ID: 6045^6
ID: 6046^6
ID: 6047^6
ID: 6048^6
ID: 6049^6
ID: 6050^6
ID: 6051^1
Companion's Durability
ID: 6051^4
Increases the hitpoints of your companion by 1, 3 and 5 percent for the first three ranks. Each additional rank increases your pet's health by 2 percent.
ID: 6051^6
ID: 6052^6
ID: 6053^6
ID: 6054^6
ID: 6055^6
ID: 6056^6
ID: 6057^6
ID: 6058^6
ID: 6059^6
ID: 6060^6
ID: 6061^6
ID: 6062^6
ID: 6063^6
ID: 6064^6
ID: 6065^6
ID: 6066^6
ID: 6067^6
ID: 6068^6
ID: 6069^6
ID: 6070^6
ID: 6071^6
ID: 6072^6
ID: 6073^6
ID: 6074^6
ID: 6075^6
ID: 6079^6
ID: 6080^6
ID: 6081^6
ID: 6084^1
Righteous Zeal
ID: 6084^4
This passive ability grants you a small amount of double-attack skill. Rank 1 grants you 50 skill, with each additional rank adding 25 double-attack.
ID: 6088^1
Hastened Divine Retribution
ID: 6088^4
Each rank of this passive ability reduces the time required between uses of your Divine Retribution ability by 3 minutes.
ID: 6089^6
Imbues your summoned minions with the power of darkness.
ID: 6090^6
ID: 6091^6
ID: 6092^6
ID: 6093^6
Commits your current location to memory so you can return to it with the use of the Secondary Recall ability.
ID: 6094^6
ID: 6095^6
Causes blindness.
ID: 6096^6
Increases the mana cost of spells. Inflicts #3 damage every six seconds. Lowers intelligence and wisdom by #4.
ID: 6097^6
ID: 6098^6
ID: 6099^6
ID: 6100^6
ID: 6101^6
ID: 6102^6
ID: 6103^6
ID: 6104^6
ID: 6105^6
ID: 6106^1
Sustained Destruction
ID: 6106^2
Sustained
ID: 6106^3
Destruction
ID: 6106^4
This ability grants you an alternate version of Prolonged Destruction that requires less mana, but at a reduced chance for critical damage.
ID: 6106^6
ID: 6107^6
Cloaks you in a shimmering illusion that makes you appear to be a scarecrow.
ID: 6108^6
Strikes your opponent with a polychromatic blast causing #1 damage.
ID: 6109^6
ID: 6110^6
ID: 6111^6
ID: 6112^1
Intrinsic Efficiency
ID: 6112^4
This passive ability gives you a chance to not consume a reagent when casting spells which require them. Each rank increases the chance to not consume a reagent.
ID: 6112^6
ID: 6113^1
Powerful Elixirs
ID: 6113^4
This passive ability extends the duration of your Elixir line of spells. Each rank increases the duration by 1 tick.
ID: 6113^6
ID: 6114^6
ID: 6115^6
ID: 6116^6
ID: 6117^6
ID: 6118^6
ID: 6119^1
General Sturdiness
ID: 6119^4
Each rank of this ability increases your maximum hit points by 100 up to rank 20, and 200 hit points from rank 21 and higher.
ID: 6119^6
ID: 6120^6
Cloaks you in a mystic veil, rendering you invisible to many creatures for %z.
ID: 6121^6
Cloaks you in a mystic veil, rendering you invisible to many creatures for %z.
ID: 6122^6
Cloaks you in a mystic veil, rendering you invisible to many creatures for %z.
ID: 6123^6
Cloaks you in a mystic veil, rendering you invisible to many creatures for %z.
ID: 6124^6
Cloaks you in a mystic veil, rendering you invisible to many undead creatures for %z.
ID: 6125^6
Cloaks you in a mystic veil, rendering you invisible to undead creatures for %z.
ID: 6126^6
Strikes your opponent with divine power, causing #1 damage.
ID: 6127^6
Cloaks your body in the fiery aura of the Pyrilen.
ID: 6128^4
Allows you to transform yourself into a Werewolf and grants additional mana, hitpoints, runspeed and accuracy. Additional ranks increase the mana, hitpoints and mana regeneration from this effect.
ID: 6128^6
Cloaks your body in the icy aura of the Gelidran.
ID: 6129^6
ID: 6130^6
ID: 6131^6
ID: 6132^6
ID: 6133^6
ID: 6134^6
ID: 6135^6
ID: 6136^1
Rapid Defiance
ID: 6136^4
This ability reduces the reuse time of Warlord's Tenacity.
ID: 6140^6
Bathes your target in supernal light, healing between #1 and @1 hit points.
ID: 6141^6
Mends severe wounds, healing between #1 and @1 damage.
ID: 6142^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 6143^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 6144^6
Dominates your target's mind, allowing you to control them for a short time. This spell works on creatures up to level @1 . This spell is also unresistible and lasts a specific period of time.
ID: 6145^6
Surrounds your target in a magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 6146^6
Creates a fierce spear of ice to strike your target, causing between #1 and @1 damage.
ID: 6147^6
ID: 6152^6
ID: 6153^6
ID: 6154^6
ID: 6156^6
ID: 6157^6
ID: 6158^6
ID: 6159^6
ID: 6160^6
ID: 6161^6
ID: 6162^6
ID: 6163^6
ID: 6164^6
ID: 6165^6
ID: 6166^6
ID: 6167^6
ID: 6168^6
ID: 6169^6
Aims an axe of the destroyer at your opponent's legs, causing slower movement speed for a short time.
ID: 6170^6
Aims an axe of the destroyer at your opponent's head, briefly stunning them.
ID: 6171^6
Throws an axe of the destroyer wildly, briefly distracting your opponent.
ID: 6172^6
Forges several Axes of the Destroyer.
ID: 6173^6
Incites intense hatred in your target by bellowing a great cry.
ID: 6174^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. You may only prepare for a sneak attack after being hidden for a few seconds. Once visible you must attack quickly or else lose your advantage.
ID: 6175^6
Seeds an illusion in your target's mind, allowing you distract them for a short period of time. This ability works on creatures up to level @1.
ID: 6176^6
Opens an arcane portal that teleports you to the walls of slaughter.
ID: 6177^6
Opens an arcane portal that teleports your target to the walls of slaughter.
ID: 6178^6
Opens an arcane portal that teleports your group to the walls of slaughter.
ID: 6179^6
Opens a mystic portal that teleports your group to the walls of slaughter.
ID: 6180^6
Opens a mystic portal that teleports you to the walls of slaughter.
ID: 6181^6
Opens an arcane portal that teleports you to the Bloodfields.
ID: 6182^6
Opens an arcane portal that teleports your target to the Bloodfields.
ID: 6183^6
Opens an arcane portal that teleports your group to the Bloodfields.
ID: 6184^6
Opens a mystic portal that teleports your group to the Bloodfields.
ID: 6185^2
Rise
ID: 6185^3
Bones
ID: 6185^4
This ability summons a small army of the dead that fiercely attack your foes and then fade away. Additional ranks increase the power of the dead you summon.
ID: 6185^6
Opens a mystic portal that teleports you to the Bloodfields.
ID: 6186^6
ID: 6187^6
ID: 6188^6
ID: 6189^6
ID: 6190^6
Focuses your energy to attempt to stun your opponent any time you are attacked.
ID: 6191^6
Focuses your energy in an attempt to absorb an amount of damage any time you are attacked.
ID: 6192^6
Attacks your foe with a savage onslaught, causing all of your critical hits to become powerful crippling blows.
ID: 6193^6
Focuses your energy to make you immune to most spells and grant you a sudden burst of movement speed.
ID: 6194^6
Focuses your energy to substantially increase how often you can flying kick.
ID: 6195^6
Focuses your energy to attempt to slow your opponent's attacks any time you are attacked.
ID: 6196^6
Increases your throwing damage and imbues your throwing attacks with a poisonous effect.
ID: 6197^6
Focuses your energy to substantially increase how often you can backstab.
ID: 6198^6
Focuses your energy to imbue your attacks with a strike that causes your opponent to forget some of the damage you have done to them.
ID: 6199^6
Focuses energy into your arms, increasing your attack speed and your chance to make a maximum number of attacks each round.
ID: 6200^6
Focuses your energy to attempt to increase your damage any time you are attacked.
ID: 6201^6
Fills your mind with an unflinching will, allowing you to ignore the effects of several incoming detrimental spells.
ID: 6202^6
ID: 6203^6
ID: 6204^6
ID: 6205^6
ID: 6206^6
ID: 6207^6
ID: 6208^6
ID: 6209^6
ID: 6210^6
ID: 6211^6
ID: 6212^6
ID: 6213^6
ID: 6214^6
ID: 6215^6
ID: 6216^6
ID: 6217^6
ID: 6218^1
Pact of the Wurine
ID: 6218^2
Pact of
ID: 6218^3
the Wurine
ID: 6218^4
Allows you to transform yourself into a Werewolf and grants additional mana, hitpoints, runspeed and accuracy. Additional ranks increase the mana, hitpoints and mana regeneration from this effect.
ID: 6218^6
ID: 6219^6
ID: 6220^6
ID: 6221^6
ID: 6222^6
ID: 6223^6
ID: 6224^6
ID: 6225^6
ID: 6226^6
ID: 6227^6
ID: 6228^6
ID: 6229^6
ID: 6230^6
ID: 6231^6
ID: 6232^1
Protection of Direwood
ID: 6232^2
Prot. Of
ID: 6232^3
Dire
ID: 6232^4
Provides an upgraded version of Direwood Guard to Druids.
ID: 6232^6
Places the protection of Krekk upon your group. Increasing your group's hit points and providing you with a chance to ignore the effects of detrimental spells.
ID: 6233^6
Balances the spirits of your group members, evening the wounds between your group, healing what wounds remain, and potentially removing the effects of harmful spells.
ID: 6234^6
Fills your body with the flames of redemption, increasing the amount heal spells are capable of landing on you and granting your weapon holy power to strike down your enemies.
ID: 6235^6
Fills you with the spirit of the hawk, greatly increasing your accuracy and chance to critical hit while meleeing.
ID: 6236^6
Empowers your group with the reaper's strike, increasing their accuracy and granting them the ability to siphon life with their melee attacks. Fades after 800 successful attacks.
ID: 6237^6
Diffuses your target's mystic protection, allowing direct damage spells to do more damage to them.
ID: 6238^6
Imbues your body with the grace of the order, providing a chance to make a stunning attack in melee, as well as increasing your maximum hitpoints.
ID: 6239^6
Invokes the song of the dragon kin, increasing your group's weapon accuracy and their chance to critical hit with damaging spells.
ID: 6240^6
Covers your blade with assassin's taint, which can potentially melt your target's armor and render them more susceptible to attack.
ID: 6241^6
Places the boon of the Fateseer on your group, healing them and increasing the damage of their melee critical hits.
ID: 6242^6
Summons a servant of blood that will steal the life of your enemies and grant it to your group.
ID: 6243^6
Places the guard of the sorcerer upon your group, decreasing the likelihood that their spells will be resisted.
ID: 6244^6
Infuses your pet with the power of the elements increasing their hit points, allowing them to strike with the power of fire, increasing the hit point and mana regeneration rate, and potentially stunning any creature that attacks them.
ID: 6245^6
Places the protection of the eye upon you, absorbing an amount of incoming damage and after that damage is absorbed triggering a spell that will cause confusion to nearby opponents.
ID: 6246^6
Fills your warder with the blessing of the savage wildcaller, increasing its hit points, double attack chance, evasion, and granting it the chance to land a damaging Savage Blessing Strike in melee.
ID: 6247^6
Fills your weapon with the power of fury, increasing your critical hit chance and your accuracy.
ID: 6248^6
Increases the amount of hate created by your attacks.
ID: 6249^6
Causes creatures to be less hateful of any heal or damage spell that you cast.
ID: 6250^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6251^6
Increases the damage of direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6252^6
Increases the damage of drain-type spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6253^6
Causes creatures to be less hateful of any heal or damage spell that you cast.
ID: 6254^6
Reduces the reuse timer of the Innerflame Discipline.
ID: 6255^6
ID: 6256^6
Reduces the reuse timer of the Duelist Discipline.
ID: 6257^1
Enhanced Damage Shield
ID: 6257^4
This ability increases the duration of damage shields. Additional ranks increase the focus. Rank 1 works on spells up to level 75. Rank 2 works on spells up to level 80 and further increases the duration of the damage shields. Rank 3 works on spells up to level 80 and further increases the duration of the damage shields.
ID: 6257^6
Causes creatures to be less hateful of any heal or damage spell that you cast.
ID: 6258^6
Increases the chance of your duration damage spells causing critical damage.
ID: 6259^6
Causes creatures to be less hateful of any heal or damage spell that you cast.
ID: 6260^6
Causes creatures to be less hateful of any heal or damage spell that you cast.
ID: 6261^6
Causes creatures to be less hateful of any detrimental spell you cast.
ID: 6262^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6263^6
Reduces the reuse timer of the Blind Rage Discipline.
ID: 6264^6
Places the protection of Kreljnok upon your group. Increasing your group's hit points and providing you with a chance to ignore the effects of detrimental spells.
ID: 6265^6
Balances the spirits of your group members, evening the wounds between your group, healing what wounds remain, and potentially removing the effects of harmful spells.
ID: 6266^6
Fills your body with the flames of the valiant, increasing the amount heal spells are capable of landing on you and granting your weapon holy power to strike down your enemies.
ID: 6267^6
Fills you with the spirit of the Falcon, greatly increasing your accuracy and chance to critical hit while meleeing.
ID: 6268^6
Devours the lifeforce of your opponent, damaging them and granting you dark power to siphon the life of those they attack as well as increasing your accuracy. Fades after 800 successful attacks.
ID: 6269^6
Diffuses your target's mystic protection, allowing direct damage spells to do more damage to them.
ID: 6270^6
Imbues your body with the peace of the disciple, providing a chance to make a stunning attack in melee, as well as increasing your maximum hitpoints.
ID: 6271^6
Invokes the song of Vesagran, increasing your group's chance to critical hit with damage spells as well as their weapon accuracy.
ID: 6272^6
Covers your blade with deceiver's blight, which can potentially melt your target's armor and render them more susceptible to attack.
ID: 6273^6
Places the gift of the Ruchu on your group, healing them and increasing the damage of their critical hits.
ID: 6274^6
Summons a guardian of blood that will steal the life of your enemies and grant it to your group.
ID: 6275^6
Places the guard of the sorcerer upon your group, decreasing the likelihood that their spells will be resisted.
ID: 6276^6
Infuses your pet with the power of the elements increasing their hit points, allowing them to strike with the power of fire, increasing the hit point and mana regeneration rate, and potentially stunning any creature that attacks them.
ID: 6277^6
Places the aegis of abstraction upon you, absorbing an amount of incoming damage and after that damage is absorbed triggering a spell that will cause confusion to nearby opponents.
ID: 6278^6
Fills your warder with the might of the wild spirits, increasing their hit points, double attack rate, evasion rate, providing them with the power to make an envenomed strike, and potentially stunning any creature that attacks them.
ID: 6279^6
Fills your weapon with the power of fury, increasing your critical hit chance and your accuracy.
ID: 6280^6
Increases the amount of hate created by your attacks.
ID: 6281^6
Causes creatures to be less hateful of any heal or damage spell that you cast.
ID: 6282^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6283^6
Increases the damage of direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6284^6
Increases the damage of drain-type spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6285^6
Causes creatures to be less hateful of any heal or damage spell that you cast.
ID: 6286^6
Reduces the reuse timer of the Innerflame Discipline.
ID: 6287^6
ID: 6288^6
Reduces the reuse timer of the Duelist Discipline.
ID: 6289^6
Causes creatures to be less hateful of any heal or damage spell that you cast.
ID: 6290^1
Arcomancy
ID: 6290^2
Arcomancy
ID: 6290^3
ID: 6290^4
While active, the wizard focuses his mastery over arcanum to cause any magic-based direct damage spell they cast to have a chance to proc a spell that will allow their target to take additional damage from spells that are cast on them, regardless of who cast the spell on the wizard's target. Ranks 1 through 3 work on spells between level 60 and 75, Ranks 4 through 6 work on spells between level 65 and 80 and Ranks 7 through 12 work on spells between level 70 and 85. Ranks 13 through 15 work on spells between level 85 and 90. Ranks 16, 17, and 18 work on spells up to level 91, 93 and 95 respectively. Ranks 18, 19, and 20 to 21 work on levels 96, 98, and 100 respectively while increasing the proc chance as well as the damage inflicted. Ranks 22, 23, and 24 increase the maximum trigger levels to 101, 103, and 105 respectively while increasing the damage your enemy will take.
ID: 6290^6
Increases the chance of your duration damage spells causing critical damage.
ID: 6291^6
Causes creatures to be less hateful of any heal or damage spell that you cast.
ID: 6292^6
Causes creatures to be less hateful of any heal or damage spell that you cast.
ID: 6293^6
Causes creatures to be less hateful of any enthrall type spell you cast.
ID: 6294^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6295^6
Reduces the reuse timer of the Blind Rage Discipline.
ID: 6296^6
ID: 6297^6
ID: 6298^6
ID: 6299^1
Blessing of Resurrection
ID: 6299^2
Blessing of
ID: 6299^3
Resurrection
ID: 6299^4
Provides a version of Resurrection.
ID: 6299^6
Increases your accuracy and empowers your weapons with dark magic that returns #11 percent of the damage you do to others as health. Fades after 800 successful attacks.
ID: 6300^6
ID: 6301^6
ID: 6302^1
Hastened Reckless Abandon
ID: 6302^4
Reduces the reuse timer on your Reckless Abandon ability by 2 minutes per rank.
ID: 6302^6
Damages your opponents armor, increasing the amount of damage they take for %z seconds.
ID: 6303^6
ID: 6304^1
Hastened Reckless Abandon
ID: 6304^4
Reduces the reuse timer on your Reckless Abandon ability by 2 minutes per rank.
ID: 6304^6
ID: 6305^6
ID: 6306^6
ID: 6307^6
ID: 6308^6
ID: 6309^6
ID: 6310^6
ID: 6311^6
Increases your accuracy and empowers your weapons with dark magic that returns #11 percent of the damage you do to others as health. Fades after 800 successful attacks.
ID: 6312^6
ID: 6313^6
ID: 6314^6
ID: 6315^6
ID: 6316^6
ID: 6317^6
ID: 6318^6
ID: 6319^6
ID: 6320^6
ID: 6321^6
Fills your muscles with fury, increasing the chance of scoring a critical hit with a melee weapon.
ID: 6322^1
Rake's Deadly Aim
ID: 6322^4
This ability increases the accuracy of your thrown weapons.
ID: 6322^6
Fills your muscles with fury, increasing the chance of scoring a critical hit with a melee weapon.
ID: 6323^6
Fills your arms with speed, increasing your chance of performing a double attack.
ID: 6324^6
Fills your arms with speed, increasing your chance of performing a double attack.
ID: 6325^1
Rogue's Fury
ID: 6325^2
Rogue's
ID: 6325^3
Fury
ID: 6325^4
When activated this ability will increase all forms of melee damage and speed your attacks as well as increase your overall accuracy.
ID: 6325^6
Focuses your hand-eye coordination, increasing your ranged attack accuracy.
ID: 6326^6
Focuses your hand-eye coordination, increasing your ranged attack accuracy.
ID: 6327^6
Increases your parry and block rating by #1.
ID: 6328^1
Envenomed Blades
ID: 6328^2
Envenomed
ID: 6328^3
Blades
ID: 6328^4
Imbues your blades with a powerful poison. Additional ranks increase the damage inflicted.
ID: 6328^6
Increases your parry and block rating by #1.
ID: 6329^6
Increases your parry and block rating by #1.
ID: 6330^6
Causes the target to stagger as it is hit by a chaotic strike that decreases hit points by #1 and partially stunning it.
ID: 6331^6
Causes the target to stagger as it is hit by a chaotic strike that decreases hit points by #1 and partially stunning it.
ID: 6332^6
Causes the target to stagger as it is hit by a chaotic strike that decreases hit points by #1 and partially stunning it.
ID: 6333^1
Companion of Necessity
ID: 6333^2
Companion
ID: 6333^3
of Necessity
ID: 6333^4
Summons a short duration pet that will briefly gain the attention of one creature and then cause that creature to forget all anger when the pet dies. Each rank up to rank 3 increases the power of the summoned pet, while rank 4 increases the duration the pet remains active.
ID: 6333^6
Causes the target to stagger as it is hit by a chaotic strike that decreases hit points by #1 and partially stunning it.
ID: 6334^1
Rake's Powerful Aim
ID: 6334^4
This ability increases the damage of your thrown weapons.
ID: 6334^6
Causes the target to stagger as it is hit by a chaotic strike that decreases hit points by #1 and partially stunning it.
ID: 6335^6
Causes the target to stagger as it is hit by a chaotic strike that decreases hit points by #1 and partially stunning it.
ID: 6336^6
Causes the target to stagger as it is hit by a chaotic strike that decreases hit points by #1 and partially stunning it.
ID: 6337^1
Hastened Cacophony
ID: 6337^4
This ability decreases the reuse time of Cacophony by 1 minute per rank.
ID: 6337^6
Drains your opponent of life energy, siphoning between #1 and @1 hit points.
ID: 6338^6
Drains your opponent of life energy, siphoning between #1 and @1 hit points.
ID: 6339^6
Drains your opponent of life energy, siphoning between #1 and @1 hit points.
ID: 6340^1
Hastened Funeral Dirge
ID: 6340^4
This ability decreases the reuse time of Funeral Dirge by 3 minutes per rank.
ID: 6340^6
Drains your opponent of life energy, siphoning between #1 and @1 hit points.
ID: 6341^6
Strikes your opponent with a freezing attack that causes between #1 and @1 hit points in damage.
ID: 6342^6
Strikes your opponent with a freezing attack that causes between #1 and @1 hit points in damage.
ID: 6343^1
Master's Hastened Combination
ID: 6343^4
Each rank decreases the reuse time on your Eye Gouge, Stunning Kick and Crippling Strike abilities by 5 seconds.
ID: 6343^6
Strikes your opponent with a freezing attack that causes between #1 and @1 hit points in damage.
ID: 6344^6
Strikes your opponent with a freezing attack that causes between #1 and @1 hit points in damage.
ID: 6345^6
Strikes your opponent with a freezing attack that causes between #1 and @1 hit points in damage.
ID: 6346^1
Hastened Silent Casting
ID: 6346^4
This ability will reduce the reuse of your Silent Casting ability by 3 minutes per rank.
ID: 6346^6
Strikes your opponent with a freezing attack that causes between #1 and @1 hit points in damage.
ID: 6347^6
Strikes your opponent with a freezing attack that causes between #1 and @1 hit points in damage.
ID: 6348^6
Strikes your opponent with a freezing attack that causes between #1 and @1 hit points in damage.
ID: 6349^1
Hastened Silent Casting
ID: 6349^4
This ability will reduce the reuse of your Silent Casting ability by 3 minutes per rank.
ID: 6349^6
Strikes your opponent with a freezing attack that causes between #1 and @1 hit points in damage.
ID: 6350^6
Strikes your opponent with a fiery attack that causes between #1 and @1 hit points in damage.
ID: 6351^6
Strikes your opponent with a fiery attack that causes between #1 and @1 hit points in damage.
ID: 6352^6
Strikes your opponent with a fiery attack that causes between #1 and @1 hit points in damage.
ID: 6353^6
Strikes your opponent with a fiery attack that causes between #1 and @1 hit points in damage.
ID: 6354^6
Strikes your opponent with a fiery attack that causes between #1 and @1 hit points in damage.
ID: 6355^1
Hastened Trueshot
ID: 6355^4
Decreases the wait time before you can next use your Trueshot and Aimshot. Each rank reduces the reuse time for Trueshot and Aimshot by 6 minutes.
ID: 6355^6
Strikes your opponent with a fiery attack that causes between #1 and @1 hit points in damage.
ID: 6356^6
Strikes your opponent with a fiery attack that causes between #1 and @1 hit points in damage.
ID: 6357^6
Strikes your opponent with a fiery attack that causes between #1 and @1 hit points in damage.
ID: 6358^6
Strikes your opponent with a fiery attack that causes between #1 and @1 hit points in damage.
ID: 6359^6
Makes the skin turn as hard as stone, increasing your armor class for %z.
ID: 6360^6
Makes the skin turn as hard as stone, increasing your armor class for %z.
ID: 6361^6
Provides a protective barrier for your body, increasing all of your resists by #3 for %z.
ID: 6362^1
Hastened Recklessness
ID: 6362^4
Reduces the reuse timer on your Reckless Discipline by 2 minutes per rank.
ID: 6362^6
Provides a protective barrier for your body, increasing all of your resists by #3 for %z.
ID: 6363^6
Forces a new endurance through the body, increasing your hit points by #5 for %z.
ID: 6364^6
Forces a new endurance through the body, increasing your hit points by #5 for %z.
ID: 6365^6
Makes the body rejuvenate, increasing your hit-point regeneration by #12 for %z.
ID: 6366^6
Makes the body rejuvenate, increasing your hit-point regeneration by #12 for %z.
ID: 6367^6
Causes your thoughts to expand as you experience chaotic enlightenment, increasing your mana regeneration by #8 and hit-point regeneration by #10 for %z.
ID: 6368^6
Surrounds you with a shimmering shield of magical auras, increasing your resists, mana regeneration, and damage absorption for %z.
ID: 6369^6
Causes your thoughts to expand as you experience Salik's meditations, increasing your mana pool by #4 for %z.
ID: 6370^1
Outrider's Accuracy
ID: 6370^2
Outrider's
ID: 6370^3
Accuracy
ID: 6370^4
When active this ability increases your accuracy and the power of your melee attacks. Each rank further increases the power and accuracy of your attacks.
ID: 6370^6
Savage spirits guard you, increasing your attack by #5 for %z.
ID: 6371^6
Wraps your body in an eternal ward, increasing your resistances and your armor class for %z.
ID: 6372^6
Wraps your body in an eternal ward, increasing your resistances and your armor class for %z.
ID: 6373^6
Vengeful spirits protect you, harming any creatures that strike you for up to %z.
ID: 6374^6
You are engulfed in a hidden power, increasing your attack speed by #1 and hit-point regeneration for %z.
ID: 6375^1
Destructive Cascade
ID: 6375^4
This ability increases the power of any critical hits your damage over time spells will do to your enemy. Each rank increases the power of your critical damage.
ID: 6375^6
You are engulfed in an ancient power, increasing your attack speed by #1 and hit-point regeneration for %z.
ID: 6376^6
Causes you to take less damage for %z.
ID: 6377^6
A pious shield surrounds your body, giving you a chance to be healed anytime you are attacked for the %z.
ID: 6378^6
Heals you for #1 percent of the damage done by your melee attacks. Fades after %z or after 180 successful attacks.
ID: 6379^1
Companion's Relocation
ID: 6379^2
Companion's
ID: 6379^3
Relocation
ID: 6379^4
This ability moves your companion forward in the direction you are facing.
ID: 6379^6
Cancels magical enchantments affecting your target.
ID: 6380^1
Focused Paragon of Spirits
ID: 6380^2
Focused
ID: 6380^3
Paragon
ID: 6380^4
This ability allows the Beastlord to share some of his natural attunement with his target in the form of health and mana. Each new rank increases the amount of health and mana bestowed upon your target.
ID: 6380^6
Weakens your opponent, causing them to take more damage for %z.
ID: 6381^6
Rage flows through your veins increasing the chance that your attacks will hit your target for the next %z.
ID: 6382^6
Infuses your pet with a wild spirit, increasing the damage it does and decreasing the damage it takes for %z.
ID: 6383^1
Companion's Agility
ID: 6383^4
The first three ranks of this ability increases your companion's ability to avoid melee damage by 5, 7 and 10%. Each additional rank increases this chance by 2%.
ID: 6383^6
Heightens your reflexes, increasing your chance to double attack and making you immune to stuns for the next %z.
ID: 6384^6
Imbues your attack with a chance to strike your opponent with lightning for %z.
ID: 6385^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6386^1
Maestro's Concentration
ID: 6386^4
This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned. Each rank improves your chance to avoid being stunned by 5%.
ID: 6386^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6387^6
Reduces the resistance rate of most spells with a duration for %z. This effect works on spells up to level #2.
ID: 6388^6
Reduces the resistance rate of most spells with a duration for %z. This effect works on spells up to level #2.
ID: 6389^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6390^6
Increases the damage your duration damage spells will do for a short period of time.
ID: 6391^6
Infuses your pet with arcane power, increasing the damage it does and decreasing the damage it takes for %z.
ID: 6394^6
Heals you for #1 percent of the damage done by your melee attacks. Fades after %z or after 360 successful attacks.
ID: 6395^1
Blessing of Life
ID: 6395^4
Grants a Paladin an innate chance to heal himself with each swing. Additional ranks increase the strength of the heal.
ID: 6396^6
Weakens your target's defenses, causing them to take increased damage from melee attacks for %z.
ID: 6400^6
Imbues your attacks with a chance to strike your opponent with lightning for %z.
ID: 6401^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6402^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6403^6
Reduces the resistance rate of most spells with a duration for %z. This effect works on spells up to level #2.
ID: 6404^6
Reduces the resistance rate of most spells with a duration for %z. This effect works on spells up to level #2.
ID: 6405^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6406^6
Increases the damage your duration damage spells will do for a short period of time.
ID: 6407^6
Infuses your pet with arcane power, increasing the damage it does and decreasing the damage it takes for %z.
ID: 6408^6
ID: 6409^6
ID: 6410^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6411^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6412^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6413^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6414^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6415^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6416^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6417^6
Reduces the cast time of long term beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6418^6
Reduces the cast time of summon creature spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6419^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6420^6
Reduces the mana cost of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6421^6
Reduces the mana cost of summon creature spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6422^1
Planar Durability
ID: 6422^4
The planes demand a certain hardiness of those who adventure within. Each rank of this ability adds an additional 1% to your maximum hit points. You gain the ability to train an additional rank at levels 61, 63, and 65.
ID: 6422^6
ID: 6423^6
ID: 6425^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6426^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6427^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6428^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6429^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6430^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6431^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6432^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6433^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6434^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6435^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6436^1
Holy Root
ID: 6436^4
Provides a reduced chance for your root spells to break when an NPC is struck by a non melee attack.
ID: 6436^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6437^4
Provides a reduced chance for your root spells to break when an NPC is struck by a non melee attack.
ID: 6437^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6438^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6439^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6440^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6441^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6442^1
Hastened Roar of Thunder
ID: 6442^4
This ability decreases the amount of time required between uses of Roar of Thunder by 10% per rank.
ID: 6442^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6443^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6444^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6445^1
Quickened Suspend Minion
ID: 6445^4
This ability reduces the cast time of your Suspended Minion ability by 15%, 30% and 50%.
ID: 6445^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6446^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6447^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6448^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6449^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6450^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6451^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6452^1
Quickened Summon Axes
ID: 6452^4
This ability reduces the time between casts of your summon axe abilities by 1 second per rank.
ID: 6452^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6453^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6454^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6455^1
Call Hither
ID: 6455^2
Call
ID: 6455^3
Hither
ID: 6455^4
Calls someone from your group to your side by flinging them into the air and propelling them towards you. Additional ranks increase the range that you summon your party member.
ID: 6455^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6456^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6458^1
Fortified Survival
ID: 6458^4
This ability will reduce the cast time of your Survival of the Fittest spells by 15%, 30% and 50% in three ranks. It will also reduce the reuse time of these spells by 30 seconds per rank.
ID: 6459^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6460^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6461^1
Fortified Intervention
ID: 6461^4
This ability will reduce the cast time of your Ancestral Intervention spells by 15%, 30% and 50% in three ranks. It will also reduce the reuse time of these spells by 30 seconds per rank.
ID: 6461^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6462^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6463^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6464^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6465^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6466^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6467^1
Planar Durability
ID: 6467^4
The planes demand a certain hardiness of those who adventure within. Each rank of this ability adds an additional 1% to your maximum hit points. You gain the ability to train an additional rank at levels 61, 63, and 65.
ID: 6467^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6468^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6469^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6470^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6471^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6472^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6473^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6474^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6475^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6476^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6477^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6478^1
Hastened Blessing of Resurrection
ID: 6478^4
Each rank of this passive ability reduces the time required between uses of Blessing of Resurrection by 1 second.
ID: 6478^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6479^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6480^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6481^1
Hastened Divine Resurrection
ID: 6481^4
Each rank of this passive ability reduces the time required between uses of Divine Resurrection by 10 percent.
ID: 6481^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6482^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6483^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6484^1
Hastened Turn Undead
ID: 6484^4
Each rank of this passive ability reduces the time required between uses of Turn Undead by 15 seconds.
ID: 6484^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6485^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6486^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6487^6
Poisons your target, causing between #2 and @2 damage initially and between #3 and @3 damage every 6 seconds for up to %z.
ID: 6488^1
Flurry of Life
ID: 6488^2
Flurry
ID: 6488^3
of Life
ID: 6488^4
This ability increases the power of all healing abilities by 20 percent for up to sixty seconds. Each additional rank increases the healing bonus slightly.
ID: 6488^6
Poisons your target, causing between #2 and @2 damage initially and between #3 and @3 damage every 6 seconds for up to %z.
ID: 6489^1
Hastened Holyforge
ID: 6489^4
Each rank of this passive ability reduces the time required between uses of your Holyforge Discipline by 10 minutes.
ID: 6490^6
Reduces the number of reagents consumed by spells by providing a chance for the spell not to consume the reagent when cast. This bonus will decay on spells over level #2.
ID: 6491^6
Reduces the chance that spell reagents will be consumed by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6492^1
Inquisitor's Judgment
ID: 6492^2
Inquisitor's
ID: 6492^3
Judgment
ID: 6492^4
This ability imbues your weapons with the power of holy judgment. Lasts for up to 5 minutes or 20 uses whichever comes first. Additional ranks increase the damage of holy judgment.
ID: 6492^6
Reduces the mana cost of damaging spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6493^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6494^6
Causes you to reflect certain spells back at the caster.
ID: 6499^1
Furious Leap
ID: 6499^2
Furious
ID: 6499^3
Leap
ID: 6499^4
Furious Leap allows you to jump forward a short distance.
ID: 6502^6
Unpacks a collapsible distillery that can be used to make potent brews.
ID: 6503^1
Quickened Harvest of Druzzil
ID: 6503^4
Reduces the casting time of Harvest of Druzzil. Rank 1 reduces the cast time by 12%. Rank 2 reduces the cast time by 24%. Rank 3 reduces the cast time by 36% and Rank 4 reduces the cast time by 50%.
ID: 6506^6
Increases the damage of spells by up to $1 percent. This bonus will not apply to spells over level #2.
ID: 6507^6
Increases the damage of spells by up to $1 percent. This bonus will not apply to spells over level #2.
ID: 6508^1
Chattering Bones
ID: 6508^2
Chattering
ID: 6508^3
Bones
ID: 6508^4
Summons several skeletons to fight beside the Shadow Knight for a short time. Additional ranks increase the time the skeletons remain before returning to the grave.
ID: 6508^6
Increases the damage of spells by up to $1 percent. This bonus will not apply to spells over level #2.
ID: 6509^6
Increases the damage of spells by up to $1 percent. This bonus will not apply to spells over level #2.
ID: 6510^6
Increases the damage of spells by up to $1 percent. This bonus will not apply to spells over level #2.
ID: 6511^1
Warlord's Deadly Aim
ID: 6511^4
This ability increases the accuracy of your archery.
ID: 6513^6
Consumes the magic from your target. Potentially removing several spells that effect them. This spell only works on Non-Player Characters.
ID: 6514^1
Quickened Call of the Wild
ID: 6514^4
Reduces the casting time of Call of the Wild. Rank 1 reduces the cast time by 15%, Rank 2 by 30% and Rank 3 by 50%.
ID: 6514^6
Imbues fortified water with the blessing of Rallos Zek.
ID: 6515^6
Imbues fortified water with the blessing of the Tribunal.
ID: 6516^6
Imbues fortified water with the blessing of Cazic-Thule.
ID: 6517^1
Gift of Exquisite Radiant Mana
ID: 6517^4
Whenever you cast a level 76 or higher spell that heals or harms someone, this ability grants you an innate chance for the next level 80 or lower spell you cast to only cost a single point of mana. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
ID: 6517^6
Imbues fortified water with the blessing of Brell Serilis.
ID: 6518^6
Imbues fortified water with the blessing of Tunare.
ID: 6519^6
Imbues fortified water with the blessing of Innoruuk.
ID: 6520^6
Imbues fortified water with the blessing of Prexus.
ID: 6521^6
Imbues fortified water with the blessing of Mithaniel Marr.
ID: 6522^6
Imbues fortified water with the blessing of Erollisi Marr.
ID: 6523^6
Imbues fortified water with the blessing of Bertoxxulous.
ID: 6524^6
Imbues fortified water with the blessing of Solusek Ro.
ID: 6525^6
Imbues fortified water with the blessing of Karana.
ID: 6526^6
Imbues fortified water with the blessing of Bristlebane.
ID: 6527^6
Imbues fortified water with the blessing of Quellious.
ID: 6528^1
Hastened Origin
ID: 6528^4
Decreases the reuse time of your Origin ability by 6 minutes per rank.
ID: 6528^6
Imbues fortified water with the blessing of Rodcet Nife.
ID: 6529^6
Imbues fortified water with the blessing of Veeshan.
ID: 6530^6
Imbues fortified water with arcane power.
ID: 6532^6
Transforms you into a fiendish Imp. This form grants you levitation, increased resistances, and a chance to afflict your target with a burning curse in combat.
ID: 6533^1
Dirge of the Sleepwalker
ID: 6533^2
Dirge of
ID: 6533^3
the Sleepwalker
ID: 6533^4
Allows you to place your target in a state of walking sleep, leaving them confused and unable to fight. Each additional rank increases the target level which can be affected by this ability.
ID: 6534^1
Quick Time
ID: 6534^2
Quick
ID: 6534^3
Time
ID: 6534^4
Your party falls into a rhythm and each member feels their melee strikes speed up and become more accurate.
ID: 6535^1
Steady Hands
ID: 6535^2
Steady
ID: 6535^3
Hands
ID: 6535^4
Increases a Bard's skill with a lockpick.
ID: 6536^1
Selo's Sonata
ID: 6536^2
Selo's
ID: 6536^3
Sonata
ID: 6536^4
Provides an increase in run speed for the bard and members of the bard's party.
ID: 6537^1
Companion's Blessing
ID: 6537^2
Companion's
ID: 6537^3
Blessing
ID: 6537^4
Bless your companion with an enduring heal that will last for one minute and heal for increasing amounts of health. Each Rank increases the amount your companion is healed for.
ID: 6538^1
Hastened Bestial Alignment
ID: 6538^4
Decreases the reuse time of the Ability Bestial Alignment. Each Rank reduces the reuse timer by 12 minutes.
ID: 6539^1
Fortify Companion
ID: 6539^2
Fortify
ID: 6539^3
Companion
ID: 6539^4
Reduces the damage your pet takes from damage shields when striking a foe with the off hand as well as provides a small amount of evasion and mitigates the effects of melee and spell damage, up to a point. Each rank further increases the power of some of these effects.
ID: 6540^1
Burst of Power
ID: 6540^4
Each rank will increase your max skill cap for triple attack by 5 points.
ID: 6541^1
Pact of the Wurine
ID: 6541^2
Pact of
ID: 6541^3
the Wurine
ID: 6541^4
Allows you to transform yourself into a Werewolf and grants additional mana, hitpoints, runspeed and accuracy. Additional ranks increase the mana, hitpoints and mana regeneration from this effect.
ID: 6542^1
Reckless Abandon
ID: 6542^2
Reckless
ID: 6542^3
Abandon
ID: 6542^4
Allows a Berserker to throw caution to the wind and enter into a heightened state of combat at the risk of suffering terrible wounds when the burst of fury has run its course.
ID: 6543^1
Gift of Resurrection
ID: 6543^2
Gift of
ID: 6543^3
Resurrection
ID: 6543^4
Provides a version of Resurrection.
ID: 6544^1
Touch of the Divine
ID: 6545^1
Hastened Call of the Wild
ID: 6545^4
Reduces the reuse time on your ability Call of the Wild. Each rank provides a 120 second reduction.
ID: 6546^1
Hunter's Attack Power
ID: 6546^4
This ability increases your attack power by 4 each rank. You will gain this ability automatically once each level starting at level 55.
ID: 6547^1
Hastened Exodus
ID: 6548^1
Clinging Root
ID: 6548^4
Provides a reduced chance for your root spells to break when an NPC is struck by a non melee attack as well as increases the maximum duration of your root spells by 1 tick.
ID: 6549^1
Viel of Invisibility
ID: 6549^2
Viel of
ID: 6549^3
Invisibility
ID: 6549^4
Provides a self only reliable invisibility.
ID: 6550^1
Critical Affliction
ID: 6551^1
Lessened Presence
ID: 6551^2
Lessened
ID: 6551^3
Presence
ID: 6552^1
Mana Overburn
ID: 6552^2
Mana
ID: 6552^3
Overburn
ID: 6552^4
This ability will decrease the reuse time of your spells Mana Flare and Mana Recursion spells by 1 second per rank.
ID: 6553^1
Host of the Elements
ID: 6553^2
Host of
ID: 6553^3
the Elements
ID: 6554^1
Enhanced Damage Shield
ID: 6555^1
Hastened Purify Body
ID: 6555^4
Decreases the reuse time of the Ability Purify Body. Each Rank reduces the reuse timer by 2 minutes.
ID: 6556^1
Wrath of Life
ID: 6556^2
Wrath of
ID: 6556^3
Life
ID: 6556^4
This ability will deal damage to your foe and cause them to stumble backwards. It will have an additional effect if the target is undead. Each rank will increase the strength of this ability.
ID: 6557^1
Knight's Return Strike
ID: 6557^4
This ability grants you a chance to bash your opponent upon a successful riposte of a melee attack. Additional ranks increase the chance of a riposte with a bash.
ID: 6558^1
Hunter's Return Kick
ID: 6558^4
This ability grants you a chance to kick your opponent upon a successful riposte of a melee attack. Additional ranks increase the chance of a riposte with a kick.
ID: 6559^1
Hastened Ligament Slice
ID: 6559^4
This ability reduces the reuse on Ligament slice. Each rank reduces the timer by 15 seconds.
ID: 6560^1
Knave's Return Strike
ID: 6560^4
This ability grants you a chance to backstab your opponent upon a successful riposte of a melee attack. Additional ranks increase the chance of a riposte with a backstab.
ID: 6561^1
Storm Strike
ID: 6561^2
Storm
ID: 6561^3
Strike
ID: 6561^4
This ability will deal damage to your foe directly and will do additional damage if your foe is relatively full health. Additional ranks increase the strength of this effect.
ID: 6562^1
Silent Presence
ID: 6562^2
Silent
ID: 6562^3
Presence
ID: 6562^4
This ability will allow you to become invisible for a period of time.
ID: 6563^1
Turgur's Swarm
ID: 6563^2
Turgur's
ID: 6563^3
Swarm
ID: 6563^4
This ability will slow your foe, causing them to do less damage with melee attacks.
ID: 6564^1
Infused by Rage
ID: 6564^4
This ability will cause you to periodically infuse your foe with intense hatred towards you. The first three ranks increase the frequency of this effect and subsequent ranks increase the potency of the effect.
ID: 6565^1
Gut Punch
ID: 6565^2
Gut
ID: 6565^3
Punch
ID: 6565^4
A blow to your opponent's sensitive areas, this will do damage and cause your foe to be slightly less accurate while recovering from your blow. Humanoids will be especially damaged by this attack. Additional ranks increase the damage inflicted. Beginning with rank 4, additional hate is generated and increased per rank.
ID: 6566^1
Warlord's Return Kick
ID: 6566^4
This ability grants you a chance to kick your opponent upon a successful riposte of a melee attack. Additional ranks increase the chance of a riposte with a kick.
ID: 6567^1
Arcomancy
ID: 6567^2
Arcomancy
ID: 6567^3
ID: 6567^4
While active, the wizard focuses his mastery over arcanum to cause any magic-based direct damage spell they cast to have a chance to proc a spell that will allow their target to take additional damage from spells that are cast on them, regardless of who cast the spell on the wizard's target. The first three ranks will increase the power of spells between level 60 and 75. The second three ranks will increase the power of spells between level 65 and 80.
ID: 6568^1
Call of Xuzl
ID: 6568^2
Call of
ID: 6568^3
Xuzl
ID: 6599^6
Increases the damage of spells by up to $1 percent. This bonus will not apply to spells over level #2.
ID: 6600^1
BETA ONLY Destructive Force Test
ID: 6600^2
Destructive
ID: 6600^3
Force
ID: 6600^4
For testing only.
ID: 6600^6
Ensnares your target, slowing movement rate.
ID: 6601^1
Recourse of Life
ID: 6601^4
This ability grants you an innate chance to cast a group heal spell each time you stun an opponent. Additional ranks increase your chance to cast the heal through Rank 5. Additional ranks beyond Rank 5 increase the power of the heal only.
ID: 6601^6
Ensnares your target, slowing movement rate.
ID: 6602^6
Ensnares your target, slowing movement rate.
ID: 6607^1
Vehement Rage
ID: 6607^2
Vehement
ID: 6607^3
Rage
ID: 6607^4
This ability, when active, will increase the damage you do at the cost of having heals that hit you be less effective. Additional ranks increase your damage dealing capabilities.
ID: 6610^1
Knee Strike
ID: 6610^2
Knee
ID: 6610^3
Strike
ID: 6610^4
You can use this ability to strike your opponent for a small amount of damage.
ID: 6611^1
Hastened Fortitude Discipline
ID: 6611^4
This passive ability will reduce the reuse timer on your Fortitude Discipline by two minutes per rank.
ID: 6614^1
Hastened Furious Discipline
ID: 6614^4
This passive ability will reduce the reuse timer on your Furious Discipline by two minutes per rank.
ID: 6617^1
Warlord's Bravery
ID: 6617^2
Warlord's
ID: 6617^3
Bravery
ID: 6617^4
This ability, when active, will reduce the amount of damage you take from melee sources for up to 15 attacks. Each additional rank further reduces the incoming damage.
ID: 6630^1
Death's Revenge
ID: 6630^4
Increases the critical hit chance of your pet's melee attacks by 1% per rank.
ID: 6635^1
Harmshield
ID: 6635^2
Harm
ID: 6635^3
Shield
ID: 6635^4
Grants you an alternative version of your Harmshield ability.
ID: 6636^1
Destructive Fury
ID: 6636^4
Each rank of this ability increases the strength of your critical spell hits, causing them to do more damage. Note this will only function on direct damage spells.
ID: 6639^1
Voice of Thule
ID: 6639^2
Voice
ID: 6639^3
Thule
ID: 6639^4
Grants you an alternative version of your Voice of Thule ability. Additional ranks increase the level of hate given.
ID: 6640^1
Explosion of Hatred
ID: 6640^2
Explos
ID: 6640^3
Hatred
ID: 6640^4
This ability will fill creatures around you with hatred towards you.
ID: 6641^1
Cascading Theft of Defense
ID: 6641^4
This passive ability will grant you a chance that each Terror spell that is level 70 or higher you cast will provide you with a form of melee protection. Additional ranks increase the amount of damage your protection will absorb.
ID: 6644^1
Hate Step
ID: 6644^2
Hate
ID: 6644^3
Step
ID: 6644^4
A short distance shadow step that will propel you forward.
ID: 6645^1
Vicious Bite of Chaos
ID: 6645^2
Bite of
ID: 6645^3
Chaos
ID: 6645^4
This ability provides a version of the Bite of Chaos spell. Each additional rank increases the damage inflicted slightly.
ID: 6646^1
Encroaching Darkness
ID: 6646^2
Encroaching
ID: 6646^3
Darkness
ID: 6646^4
This ability provides a darkness snare ability that does not do damage to your target.
ID: 6655^6
The best drink in Norrath.
ID: 6662^6
Places the Ward of Retribution around your body. This ward will periodically strike out at any creature that attacks you. This effect will fade after 120 strikes.
ID: 6663^1
Sleight of Hand
ID: 6663^2
Sleight
ID: 6663^3
Hand
ID: 6663^4
This ability allows the Rogue to periodically perform a dazzling display of weaponry and dexterity that will reduce the Rogue's opponent's hate towards the Rogue. Additional ranks increase the amount of hate removed.
ID: 6663^6
Covers your body in the Guard of Righteousness, absorbing #5 percent of incoming melee damage. The Guard will fail once it has absorbed @5 damage.
ID: 6664^1
Enduring Vision
ID: 6664^4
This passive ability will extend the duration of your Thief's Eyes effect by two ticks per rank.
ID: 6664^6
Entraps your opponent in Earthen Shackles, slowing their movement rate for up to %z. This effect is difficult to resist.
ID: 6665^6
Entraps your target in serpent vines, slowing their movement rate for up to %z. This spell is difficult to resist.
ID: 6666^1
Enduring Vision
ID: 6666^4
This passive ability will extend the duration of your Thief's Eyes effect by two ticks per rank.
ID: 6666^6
Infuses your group's weapons with the power of the storm, allowing them a chance to strike their target with electrical energy.
ID: 6667^6
Infuses your target with the spirit of the panther, allowing them to make a savage attack for extra damage.
ID: 6668^1
Expertise of Blades
ID: 6668^4
This passive ability will extend the duration of your Ligament Slice effect by two ticks per rank.
ID: 6668^6
Consumes the life energy of your target and creates a shadow orb. The energy in this orb can later be used to heal your companions.
ID: 6669^6
Encases your target with frost, doing #1 damage.
ID: 6670^6
Summons an orb of molten energy in to your hands. The energy in this orb can be used to strike out at your opponents with fire.
ID: 6671^1
Cunning Disguise: Human
ID: 6671^2
Disguise
ID: 6671^3
Human
ID: 6671^4
This ability grants you the option of assuming a disguise.
ID: 6671^6
Cloaks your group in the protection of scale, which will absorb #1 incoming damage. Consumes a pair of peridots when cast.
ID: 6672^1
Cunning Disguise: Half-Elf
ID: 6672^2
Disguise
ID: 6672^3
Half-Elf
ID: 6672^4
This ability grants you the option of assuming a disguise.
ID: 6672^6
Infuses you and your pet with the power of a panther, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 6673^1
Cunning Disguise: Barbarian
ID: 6673^2
Disguise
ID: 6673^3
Barbarian
ID: 6673^4
This ability grants you the option of assuming a disguise.
ID: 6673^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage. The souls will fade away after absorbing @5 damage.
ID: 6674^1
Cunning Disguise: Erudite
ID: 6674^2
Disguise
ID: 6674^3
Erudite
ID: 6674^4
This ability grants you the option of assuming a disguise.
ID: 6675^1
Cunning Disguise: Troll
ID: 6675^2
Disguise
ID: 6675^3
Troll
ID: 6675^4
This ability grants you the option of assuming a disguise.
ID: 6676^1
Cunning Disguise: Goblin
ID: 6676^2
Disguise
ID: 6676^3
Goblin
ID: 6676^4
This ability grants you the option of assuming a disguise.
ID: 6676^6
Fires a jet of magma at your target, doing #1 damage to your target.
ID: 6678^6
Heals your target with shadow energy for up to #1 hit points.
ID: 6679^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6680^6
Reduces the mana cost of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6681^6
Reduces the mana cost of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6682^6
Reduces the mana cost of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6683^6
Reduces the mana cost of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6684^6
Reduces the mana cost of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6685^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6686^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6687^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6688^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6689^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6690^1
Quick Cannibalize
ID: 6690^2
Quick
ID: 6690^3
Cannibalize
ID: 6690^4
This ability provides a fast reuse version of Cannibalize.
ID: 6691^1
Tigir's Insect Swarm
ID: 6691^2
Tigir's
ID: 6691^3
Swarm
ID: 6691^4
This ability provides a fast reuse version of Tigir's Insects.
ID: 6691^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6692^1
Dampen Resistance
ID: 6692^2
Dampen
ID: 6692^3
Resistance
ID: 6692^4
This ability, when active, will reduce the chance that your spells will be resisted when you cast them. Each rank will work on spells that are equal to or lower than the level that you purchase each rank at.
ID: 6692^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6693^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6694^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6695^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6696^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6697^1
Hastened Dampen Resistance
ID: 6697^4
This passive ability will reduce the reuse timer of your Dampen Resistance ability by 30 seconds per rank.
ID: 6697^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6698^1
Hastened Dampen Resistance
ID: 6698^4
This passive ability will reduce the reuse timer of your Dampen Resistance ability by 30 seconds per rank.
ID: 6698^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6699^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6700^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 6701^6
Stuns your target briefly and causes #2 damage. The stun effect works on creatures up to level @1.
ID: 6702^1
Spirit Walk
ID: 6702^2
Spirit
ID: 6702^3
Walk
ID: 6702^4
This ability provides you with the ability to attune yourself with the spirits and move silently and quickly.
ID: 6702^6
Stuns your target briefly and causes #2 damage. The stun effect works on creatures up to level @1.
ID: 6703^1
Hastened Virulent Paralysis
ID: 6703^4
This passive ability will reduce the reuse timer of your Virulent Paralysis ability by 10 seconds per rank.
ID: 6703^6
Stuns your target briefly and causes #2 damage. The stun effect works on creatures up to level @1.
ID: 6704^6
Coats your target in flaming goo, causing #1 damage.
ID: 6705^6
Coats your target in flaming goo, causing #1 damage.
ID: 6706^1
Languid Bite
ID: 6706^2
Languid
ID: 6706^3
Bite
ID: 6706^4
This activated ability grants you a chance, when active, for your slow spells to have a secondary damage over time effect accompany them. Additional ranks increase the power of this effect.
ID: 6706^6
Coats your target in freezing goo, causing #1 damage.
ID: 6707^6
Coats your target in freezing goo, causing #1 damage.
ID: 6708^6
Covers your opponents eyes in blinding goo.
ID: 6709^1
Quickened Blood of Nadox
ID: 6709^4
This ability will reduce the casting time of your Blood of Nadox spell by 5% per rank.
ID: 6709^6
Coats your target in flaming goo, causing #1 damage.
ID: 6710^6
Coats your target in flaming goo, causing #1 damage.
ID: 6711^6
Covers your target in corrosive goo, causing #1 damage.
ID: 6712^1
Hastened Spirit Call
ID: 6712^4
This passive ability will reduce the reuse timer of your Spirit Call ability by 30 seconds per rank.
ID: 6712^6
Covers your target in corrosive goo, causing #1 damage.
ID: 6713^6
Covers your target in corrosive goo, causing #1 damage.
ID: 6714^6
Covers your target in corrosive goo, causing #1 damage.
ID: 6715^6
Covers your target in corrosive goo, causing #1 damage.
ID: 6716^6
Covers your target in corrosive goo, causing #1 damage.
ID: 6721^6
Complete refills your hit points.
ID: 6722^6
This elixir restores #1 mana and #2 endurance.
ID: 6723^6
Increases the amount of experience you gain by #1 percent for up to %z.
ID: 6725^6
Executes a cyclone attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 6726^6
Distracts your target for a moment, preventing them from taking any action for a short time.
ID: 6727^6
Infuses your body with the power of the dragon, causing your next attack to do extra magical damage.
ID: 6729^6
Launches a volley of four axes at your target.
ID: 6730^6
Places the Ward of Vengeance around your body. This ward will periodically strike out at any creature that attacks you. This effect will fade after 120 strikes.
ID: 6731^6
Covers your body in the Guard of Humility, absorbing #5 percent of incoming melee damage. The Guard will fail once it has absorbed @5 damage.
ID: 6732^6
Entraps your target in an earthen embrace, slowing their movement rate for up to %z. This spell is difficult to resist.
ID: 6733^6
Entraps your target in mire thorns, slowing their movement rate for up to %z. This spell is difficult to resist.
ID: 6734^6
Infuses your group's weapons with the power of the storm, allowing them a chance to strike their target with electrical energy.
ID: 6735^6
Infuses your target with the spirit of the panther, allowing them to make a savage attack for extra damage.
ID: 6736^6
Consumes the life energy of your target and creates a dark orb. The energy in this orb can later be used to heal your companions.
ID: 6737^6
Encases your target with frost, doing #1 damage.
ID: 6738^6
Summons an orb of molten energy in to your hands. The energy in this orb can be used to strike out at your opponents with fire.
ID: 6739^6
Cloaks your group in the protection of Rikkukin, which will absorb #1 incoming damage. Consumes two peridots when cast.
ID: 6740^6
Infuses you and your pet with the power of a leopard, increasing the damage you do by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 6741^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage. The souls will fade away after absorbing @5 damage.
ID: 6744^6
Fires a jet of magma at your target, doing #1 damage to your target.
ID: 6746^6
Heals your target with shadow energy for up to #1 hit points.
ID: 6749^6
Decreases your target's hitpoints.
ID: 6750^1
Harmonious Arrow
ID: 6750^2
Harmonious
ID: 6750^3
Arrow
ID: 6750^4
This ability provides you with a magical arrow that will be able to draw a single target from a group of enemies. This ability works on targets that are level 85 or lower. Rank 2 increases the maximum level of effectiveness to 95. Each rank thereafter increases the effective level by 5.
ID: 6750^6
Executes a whirlwind attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 6751^1
Hastened Weapon Shield
ID: 6751^4
This passive ability provides a timer reduction to your Weapon Shield Discipline. Each rank will reduce the timer by four minutes.
ID: 6751^6
Distracts your target for a moment, preventing them from taking any action momentarily.
ID: 6752^6
Infuses your body with the power of the leopard, causing your next attack to do extra magical damage.
ID: 6754^1
Outrider's Attack
ID: 6754^2
Outrider's
ID: 6754^3
Attack
ID: 6754^4
This activated ability provides you with a short duration boost to your ability to attack your foes. Each rank increases the damage and accuracy of your skill attacks.
ID: 6754^6
Launches a volley of four axes at your target.
ID: 6755^1
Group Guardian of the Forest
ID: 6755^2
Group Guard
ID: 6755^3
Forest
ID: 6755^4
This ability provides a group version of your Guardian of the Forest ability. Additional ranks increase the power of the effect on your group members.
ID: 6758^1
Pack Hunt
ID: 6758^2
Pack
ID: 6758^3
Hunt
ID: 6758^4
You summon a pack of wolves to hunt at your side for a short period of time! Additional ranks increase the power of the pack you summon.
ID: 6761^1
Keen Blade
ID: 6761^4
This ability gives you a chance to bypass your opponents special defenses such as dodge, block, parry, and riposte.
ID: 6762^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6763^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6764^1
Outrider's Evasion
ID: 6764^2
Outrider's
ID: 6764^3
Evasion
ID: 6764^4
This activated ability provides you with a short term large boost to your defense.
ID: 6764^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6765^1
Ranged Finesse
ID: 6765^4
This passive ability will increase the amount of damage you do when you score a critical hit with your archery attacks. Additional ranks increase the critical damage further.
ID: 6765^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6766^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6767^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 6768^6
Consumes your mental energy to protect your body.
ID: 6769^6
Cloaks your body in the energy of the storm, causing #4 damage to any creature that strikes you.
ID: 6770^6
Increases your mana regeneration by #8 and your hit point regeneration by #10.
ID: 6771^6
Surrounds your body in the protection of earth, absorbing #1 percent of incoming spell damage. The guard is powered by your own mental and physical energy and drains @9 mana and @10 endurance every six seconds. The guard will fail once @1 damage has been absorbed.
ID: 6772^6
Increases the anger caused by your attacks by #1 percent.
ID: 6773^6
Increases the anger caused by your attacks by #1 percent.
ID: 6774^6
Increases the anger caused by your attacks by #1 percent.
ID: 6775^6
Increases the anger caused by your attacks by #1 percent.
ID: 6790^1
Group Cloak of Light
ID: 6790^2
Gr Cloak
ID: 6790^3
Light
ID: 6790^4
This ability allows your group to become invisible to undead, nearly at will, without the need to memorize a spell.
ID: 6791^1
Healing Light
ID: 6791^4
When you cast a stun spell this passive ability gives you a chance to bless your group with healing. Additional ranks improve the amount of healing you do.
ID: 6794^1
Halt the Dead
ID: 6794^2
Halt
ID: 6794^3
Dead
ID: 6794^4
This ability will allow you to use a low resistance snare spell that will only take hold on the undead.
ID: 6795^1
Directed Force of Disruption
ID: 6795^2
Dir Force
ID: 6795^3
Disruption
ID: 6795^4
This ability provides a version of your Force of Disruption ability that can be used on multiple enemies that are positioned in front of you.
ID: 6802^6
Increases the duration of the Mighty Strike Discipline by six seconds.
ID: 6803^6
Reduces the mana cost of Ancient: Hallowed Light by up to $1 percent.
ID: 6804^6
Increases the healing of Wave of Piety by up to $1 percent.
ID: 6805^6
Increases the damage of Ancient: North Wind by up to $1 percent.
ID: 6806^6
Increases the damage of Touch of the Devourer by up to $1 percent.
ID: 6807^6
Reduces the mana cost of Ancient: Chlorobon by up to $1 percent.
ID: 6808^6
Increases the damage of Dragon Fang by up to $1 percent.
ID: 6809^6
Increases the duration of the Duelist Discipline by six seconds.
ID: 6810^6
Reduces the mana cost of Ancient: Wilslik's Mending by up to $1 percent.
ID: 6811^6
Reduces the mana cost of Ancient: Touch of Orshilak by up to $1 percent.
ID: 6812^6
Increases the damage of Ancient: Core Fire by up to $1 percent.
ID: 6813^6
Reduces the mana cost of Ancient: Nova Bolt by $1 percent.
ID: 6814^6
Increases the damage of Ancient: Neurosis by up to $1 percent.
ID: 6815^1
Rise of Bones
ID: 6815^2
Rise
ID: 6815^3
Bones
ID: 6815^4
This ability summons a small army of the dead that fiercely attack your foes and then fade away. Additional ranks increase the power of the dead you summon.
ID: 6815^6
Increases the damage of Ancient: Savage Ice by up to $1 percent.
ID: 6816^6
Increases the duration of the Cleaving Anger Discipline by six seconds.
ID: 6818^1
Whisperwind
ID: 6818^2
Whisper
ID: 6818^3
Wind
ID: 6818^4
This ability gives you the ability to randomly teleport a short distance forward.
ID: 6819^1
Hastened Blood Magic
ID: 6819^4
This passive ability reduces the time between uses of your ability Blood Magic by 3 minutes per rank.
ID: 6822^1
Overpower Undead
ID: 6822^2
Overpower
ID: 6822^3
Undead
ID: 6822^4
This ability grants you a low resistance mesmerization ability that only works on the undead. Each rank increases the maximum level of effectiveness, and slightly increases the chance for the target's memory to be wiped.
ID: 6823^1
Hastened Swarm of Decay
ID: 6823^4
This passive ability reduces the time between uses of your ability Swarm of Decay by 3 minutes per rank.
ID: 6825^6
Instructions: Rub a small amount on your nose to stay awake.
ID: 6826^6
Constricts your target's muscles, causing their attack speed to slow for %z.
ID: 6827^6
Slows your target's body, causing it to attack slower for %z.
ID: 6828^1
Gift of the Grave
ID: 6828^2
Gift
ID: 6828^3
Grave
ID: 6828^4
This ability turns into a Zombie and also grants a small boost to survivability against enemy spells. Each additional rank increases both the per hit amount absorbed, as wel as the total amount that can be absorbed before the effect fades.
ID: 6828^6
Causes your target to fall into a lethargic state, slowing their attack speed for %z.
ID: 6836^6
Creates a portal through time.
ID: 6837^6
Invokes the voice of Kessdona to strike your enemies with a blast of cold, causing #1 damage.
ID: 6870^1
Hastened Song of Stone
ID: 6870^4
This passive ability will reduce the reuse time on your Song of Stone ability by three minutes per rank.
ID: 6873^6
Heals your target for #1 and @1 hit points.
ID: 6874^6
Heals your target for #1 and @1 hit points.
ID: 6875^6
Heals your target for #1 and @1 hit points.
ID: 6876^6
Heals your target for #1 and @1 hit points.
ID: 6877^6
Heals your target for #1 and @1 hit points.
ID: 6878^6
Heals your target for #1 and @1 hit points.
ID: 6892^6
This tasty-looking bread promises a delicious surprise.
ID: 6894^6
This tasty-looking wine promises a delicious surprise.
ID: 6908^1
Hastened Cascading Rage
ID: 6908^4
Each rank of this ability reduces the time required between uses of your Cascading Rage ability by 3 minutes.
ID: 6910^6
Heals between #1 and @1 hit points every 6 seconds for up to %z.
ID: 6911^6
Heals between #1 and @1 hit points every 6 seconds for up to %z.
ID: 6912^6
Heals between #1 and @1 hit points every 6 seconds for up to %z.
ID: 6913^6
Heals between #1 and @1 hit points every 6 seconds for up to %z.
ID: 6914^6
Heals between #1 and @1 hit points every 6 seconds for up to %z.
ID: 6915^6
Heals between #1 and @1 hit points every 6 seconds for up to %z.
ID: 6916^6
Heals between #1 and @1 hit points every 6 seconds for up to %z.
ID: 6917^6
Heals between #1 and @1 hit points every 6 seconds for up to %z.
ID: 6918^6
Heals between #1 and @1 hit points every 6 seconds for up to %z.
ID: 6919^6
Heals between #1 and @1 hit points every 6 seconds for up to %z.
ID: 6920^6
Heals you for between #1 and @1 hit points.
ID: 6921^6
Heals you for between #1 and @1 hit points.
ID: 6922^6
Heals you for between #1 and @1 hit points.
ID: 6923^6
Heals you for between #1 and @1 hit points.
ID: 6924^6
Heals you for between #1 and @1 hit points.
ID: 6925^6
Heals you for between #1 and @1 hit points.
ID: 6926^6
Heals you for between #1 and @1 hit points.
ID: 6927^6
Heals you for between #1 and @1 hit points.
ID: 6928^6
Heals you for between #1 and @1 hit points.
ID: 6929^6
Heals you for between #1 and @1 hit points.
ID: 6930^1
Stomping Leap
ID: 6930^2
Stomping
ID: 6930^3
Leap
ID: 6930^4
This ability is similar to your Battle Leap ability but will stun your target as you make contact.
ID: 6930^6
Increases your maximum hit points by up to @2 and your Armor class by up to @1 for up to %z.
ID: 6931^1
Juggernaut Surge
ID: 6931^2
Juggern
ID: 6931^3
Surge
ID: 6931^4
This ability will transform you into a living golem and increase your melee damage. As a side effect of the change you will move more slowly. Each additional rank increases the damage inflicted.
ID: 6931^6
Increases your maximum hit points by up to @2 and your Armor class by up to @1 for up to %z.
ID: 6932^1
Distraction Attack
ID: 6932^2
Distraction
ID: 6932^3
Attack
ID: 6932^4
This ability provides you with a chance to do an attack to your opponent that will leave them confused and less angry with you. Additional ranks increase the power of the effect.
ID: 6932^6
Increases your maximum hit points by up to @2 and your Armor class by up to @1 for up to %z.
ID: 6933^6
Increases your maximum hit points by up to @2 and your Armor class by up to @1 for up to %z.
ID: 6934^6
Increases your maximum hit points by up to @2 and your Armor class by up to @1 for up to %z.
ID: 6935^1
Hastened Savage Spirit
ID: 6935^4
Ranks 1, 2, and 3 will reduce the reuse time of your Savage Spirit ability by three minutes per rank. Each rank thereafter reduces this time by 5 minutes.
ID: 6935^6
Increases your maximum hit points by up to @2 and your Armor class by up to @1 for up to %z.
ID: 6936^6
Increases your maximum hit points by up to @2 and your Armor class by up to @1 for up to %z.
ID: 6937^6
Increases your maximum hit points by up to @2 and your Armor class by up to @1 for up to %z.
ID: 6938^1
Dying Blow
ID: 6938^2
Dying
ID: 6938^3
Blow
ID: 6938^4
This passive ability grants you a chance to do a final attack when you die. Additional ranks increase the chance and power of the attack.
ID: 6938^6
Increases your maximum hit points by up to @2 and your Armor class by up to @1 for up to %z.
ID: 6939^6
Increases your maximum hit points by up to @2 and your Armor class by up to @1 for up to %z.
ID: 6940^6
Increases your attack speed by 5 percent for up to %z.
ID: 6941^1
Hastened Distraction Attack
ID: 6941^4
This ability provides you with a reduction in time between uses of your distraction attack ability by two minutes for each rank purchased.
ID: 6941^6
Increases your attack speed by 10 percent for up to %z.
ID: 6942^6
Increases your attack speed by 15 percent for up to %z.
ID: 6943^6
Increases your attack speed by 20 percent for up to %z.
ID: 6944^6
Increases your attack speed by 25 percent for up to %z.
ID: 6945^6
Increases your attack speed by 30 percent for up to %z.
ID: 6946^6
Increases your attack speed by 35 percent for up to %z.
ID: 6947^6
Increases your attack speed by 40 percent for up to %z.
ID: 6948^6
Increases your attack speed by 45 percent for up to %z.
ID: 6949^6
Increases your attack speed by 50 percent for up to %z.
ID: 6950^6
Restores #2 mana every 6 seconds for up to %z.
ID: 6951^6
Restores #2 mana every 6 seconds for up to %z.
ID: 6952^6
Restores #2 mana every 6 seconds for up to %z.
ID: 6953^6
Restores #2 mana every 6 seconds for up to %z.
ID: 6954^6
Restores #2 mana every 6 seconds for up to %z.
ID: 6955^6
Restores #2 mana every 6 seconds for up to %z.
ID: 6956^6
Restores #2 mana every 6 seconds for up to %z.
ID: 6957^6
Restores #2 mana every 6 seconds for up to %z.
ID: 6958^6
Restores #2 mana every 6 seconds for up to %z.
ID: 6959^6
Restores #2 mana every 6 seconds for up to %z.
ID: 6970^1
Natural Invisibility
ID: 6970^2
Natural
ID: 6970^3
Invis
ID: 6970^4
This ability allows you to quickly disappear from sight for a short time.
ID: 6970^6
Increases the effectiveness of your epic focus.
ID: 6971^1
Attack of the Warders
ID: 6971^2
Attack
ID: 6971^3
Warders
ID: 6971^4
This ability summons a set of rabid defenders to maul your target. Additional ranks increase the power of your summoned warders.
ID: 6971^6
You summon forth Starfish Stones to throw at your victims.
ID: 6972^6
You summon forth Dreadstones to throw at your victims.
ID: 6973^6
You summon forth Frozen Heart Shards to throw at your victims.
ID: 6974^1
Hastened Feral Attacks
ID: 6974^4
This ability will reduce the reuse timer of your animalistic attacks.
ID: 6974^6
Has a deadly or unique effect on certain dark creatures.
ID: 6975^6
Has a deadly or unique effect on certain dark creatures.
ID: 6976^6
Has a deadly or unique effect on certain dark creatures.
ID: 6977^1
Hastened Focused Paragon
ID: 6977^4
This ability will reduce the reuse timer of your Focused Paragon ability by six seconds per rank.
ID: 6977^6
Has a deadly or unique effect on certain dark creatures.
ID: 6978^6
Has a deadly or unique effect on certain dark creatures.
ID: 6979^6
Has a deadly or unique effect on certain dark creatures.
ID: 6980^1
Hastened Paragon
ID: 6980^4
This ability will reduce the reuse timer of your Paragon ability by forty five seconds per rank.
ID: 6980^6
Has a deadly or unique effect on certain dark creatures.
ID: 6981^6
Has a deadly or unique effect on certain dark creatures.
ID: 6982^6
Has a deadly effect on prone vampires.
ID: 6983^1
Group Bestial Alignment
ID: 6983^2
Grp Bestial
ID: 6983^3
Alignment
ID: 6983^4
This ability gives you a group version of your Bestial Alignment ability.
ID: 6984^1
Bite of the Asp
ID: 6984^2
Bite of
ID: 6984^3
Asp
ID: 6984^4
This ability allows you to imitate the bite of an asp and poison your target with a short but powerful venom.
ID: 6985^1
Raven's Claw
ID: 6985^2
Raven's
ID: 6985^3
Claw
ID: 6985^4
This ability allows you to swipe at the eyes of your opponent making it harder for your opponent to see and attack.
ID: 6986^1
Gorilla Smash
ID: 6986^2
Gorilla
ID: 6986^3
Smash
ID: 6986^4
This ability will pummel your opponent with a blow so powerful that it will leave your opponent stunned for a short period of time.
ID: 6987^1
Auroria Mastery
ID: 6987^4
This ability provides you with the ability to have 1 additional Aura active at a time, per rank.
ID: 6988^1
Extended Group Bestial Alignment
ID: 6988^4
This ability extends the duration of your Group Bestial Alignment ability by 1 tick per rank.
ID: 7000^1
Glyph of Courage
ID: 7000^2
Glyph of
ID: 7000^3
Courage
ID: 7000^4
This ability increases the power of many forms of damage and healing.
ID: 7001^1
Glyph of Recovery
ID: 7001^2
Glyph of
ID: 7001^3
Recovery
ID: 7001^4
This ability completely restores your health and mana and endurance.
ID: 7002^1
Glyph of Stored Life
ID: 7002^2
Stored
ID: 7002^3
Life
ID: 7002^4
Stores some health and vitality in a protective shield around yourself. Some of your wounds will be healed when your protection fades or is lost.
ID: 7003^1
Glyph of Frantic Infusion
ID: 7003^2
Frantic
ID: 7003^3
Infusion
ID: 7003^4
This ability increases the damage done by your pet in three steps. The first step will increase your pet's minimum damage by 10%, the next by 15% and the final step by 20%.
ID: 7003^6
Causes all nearby creatures to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 7004^1
Glyph of Angry Thoughts
ID: 7004^2
Angry
ID: 7004^3
Thoughts
ID: 7004^4
This ability increases the hate you generate by 30%.
ID: 7005^1
Hastened Getaway
ID: 7005^4
This ability decreases the amount of time required between uses of Stealthy Getaway by ten percent per rank. You may train in this ability once each level, upon reaching level 73.
ID: 7010^1
The Show Must Go On
ID: 7010^4
This passive ability increases your ability to resist silencing effects by 25%. Each additional rank increases your ability to resist silencing effects by 5%.
ID: 7016^1
Glyph of the Master
ID: 7016^2
Glyph of
ID: 7016^3
the Master
ID: 7016^4
Once activated, Glyph of the Master will absorb a large percentage of incoming damage from spells and melee attacks. It will last for 3 minutes or until it has absorbed a total of 50,000 damage.
ID: 7017^1
Glyph of Lost Secrets
ID: 7017^2
Glyph of
ID: 7017^3
Lost Secrets
ID: 7017^4
Once activated, Glyph of Lost Secrets decreases the mana usage of your spells for 15 minutes. Glyph of Lost Secrets has no effect on complete healing or percentage-based healing spells.
ID: 7018^1
Glyph of Genari Might
ID: 7018^2
Glyph of
ID: 7018^3
Genari Might
ID: 7018^4
Once activated, Glyph of Genari Might increases your maximum hit points and mana by between 2400 and 3350 for 30 minutes. This glyph does not increase your current hit points or mana.
ID: 7019^1
Glyph of the Cataclysm
ID: 7019^2
Glyph of
ID: 7019^3
the Cataclysm
ID: 7019^4
Once activated, Glyph of the Cataclysm increases the damage done by your critical melee hits and damage spells by 60 percent of the base damage for 2 minutes. This ability does not impact melee special attacks.
ID: 7020^1
Glyph of the Master
ID: 7020^2
Glyph of
ID: 7020^3
the Master
ID: 7020^4
Once activated, Glyph of the Master will absorb a large percentage of incoming damage from spells and melee attacks. It will last for 3 minutes or until it has absorbed a total of 50,000 damage.
ID: 7021^1
Glyph of Lost Secrets
ID: 7021^2
Glyph of
ID: 7021^3
Lost Secrets
ID: 7021^4
Once activated, Glyph of Lost Secrets decreases the mana usage of your spells for 15 minutes. Glyph of Lost Secrets has no effect on complete healing or percentage-based healing spells.
ID: 7022^1
Glyph of Genari Might
ID: 7022^2
Glyph of
ID: 7022^3
Genari Might
ID: 7022^4
Once activated, Glyph of Genari Might increases your maximum hit points and mana by between 2400 and 3350 for 30 minutes. This glyph does not increase your current hit points or mana.
ID: 7023^1
Glyph of the Cataclysm
ID: 7023^2
Glyph of
ID: 7023^3
the Cataclysm
ID: 7023^4
Once activated, Glyph of the Cataclysm increases the damage done by your critical melee hits and damage spells by 60 percent of the base damage for 2 minutes. This ability does not impact melee special attacks.
ID: 7024^1
Glyph of Dragon Scales
ID: 7024^2
Glyph of
ID: 7024^3
Dragon Scales
ID: 7024^4
Once activated, Glyph of Dragon Scales will absorb a large percentage of incoming damage from spells and melee attacks. It will last for 3 minutes or until it has absorbed a total of 10,000 damage.
ID: 7025^1
Glyph of Arcane Secrets
ID: 7025^2
Glyph of
ID: 7025^3
Arcane Secrets
ID: 7025^4
Once activated, Glyph of Arcane Secrets decreases the mana usage of your spells up to level 75 for 15 minutes. Glyph of Arcane Secrets has no effect on complete healing or percentage-based healing spells.
ID: 7025^6
Able to absorb the power of the blood beast.
ID: 7026^1
Glyph of Draconic Potential
ID: 7026^2
Glyph of
ID: 7026^3
Draconic Potential
ID: 7026^4
Once activated, Glyph of Draconic Potential increases your maximum hit points and mana by between 900 and 1050 for 30 minutes. This glyph does not increase your current hit points or mana.
ID: 7027^1
Glyph of Destruction
ID: 7027^2
Glyph of
ID: 7027^3
Destruct.
ID: 7027^4
Once activated, Glyph of Destruction increases the damage done by your critical melee hits and damage spells by 40% of the base damage for 2 minutes. This ability does not impact melee special attacks.
ID: 7028^1
Glyph of Courage
ID: 7028^2
Glyph of
ID: 7028^3
Courage
ID: 7028^4
This ability increases the power of many forms of damage and healing.
ID: 7029^1
Glyph of Recovery
ID: 7029^2
Glyph of
ID: 7029^3
Recovery
ID: 7029^4
This ability completely restores your health and mana and endurance.
ID: 7030^1
Glyph of Stored Life
ID: 7030^2
Stored
ID: 7030^3
Life
ID: 7030^4
Stores some health and vitality in a protective shield around yourself. Some of your wounds will be healed when your protection fades or is lost.
ID: 7031^1
Glyph of Frantic Infusion
ID: 7031^2
Frantic
ID: 7031^3
Infusion
ID: 7031^4
This ability increases the damage done by your pet in three steps. The first step will increase your pet's minimum damage by 10%, the next by 15% and the final step by 20%.
ID: 7031^6
Causes all nearby creatures to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 7032^1
Glyph of Angry Thoughts
ID: 7032^2
Angry
ID: 7032^3
Thoughts
ID: 7032^4
This ability increases the hate you generate by 30%.
ID: 7033^1
Lasting Bravery
ID: 7033^4
Each rank of this ability increases the number of attacks Warlord's Bravery can withstand by 5.
ID: 7036^1
Hastened Blast of Anger
ID: 7036^4
Each rank of this ability lowers the time between uses of Blast of Anger by 10 seconds.
ID: 7062^1
Foraging
ID: 7062^4
Grants an increase of 50 points to the Forage skill of anyone who purchases it. Will increase the skill cap for those that have the Forage skill and grant the skill and raise the cap to those that do not.
ID: 7069^1
Perfected Invisibility
ID: 7069^2
Perfected
ID: 7069^3
Invisibility
ID: 7069^4
An invisibility that will not fade over time.
ID: 7100^1
Hastened Divine Avatar
ID: 7100^4
Decreases the wait time before you can next use your Avatar ability by 3 minutes per rank.
ID: 7103^1
Hastened Purification
ID: 7103^4
This ability decreases the amount of time required between uses of Purification by ten percent per rank.
ID: 7106^1
Beastlords Feral Kick
ID: 7106^4
This ability grants you a chance to kick your opponent upon a successful riposte of a melee attack. Additional ranks increase the chance of a riposte with a kick.
ID: 7107^6
Instant Duration.
ID: 7108^6
Causes you to panic with fear, reducing your intelligenge by #2 and your attack power by #3 for %z
ID: 7109^6
Instant Duration.
ID: 7110^6
Instant Duration.
ID: 7407^1
Undaunted Fury
ID: 7407^4
This ability grants you immunity from fear effects. You thrive upon injury to set yourself into furious rage. What could possibly scare you?
ID: 7500^6
This ability allows you to enchant a bar of Alaran Metal using some of your mana.
ID: 7501^6
This ability allows you to enchant 10 bars of Alaran Metal using some of your mana.
ID: 7502^6
This ability allows you to enchant a bar of Planar Alloy using some of your mana.
ID: 7503^6
This ability allows you to enchant 10 bars of Planar Alloy using some of your mana.
ID: 7530^6
Lifts your body on a cushion of air, allowing you to levitate a short distance off the ground for up to %z.
ID: 7618^6
This effect grants the owner of the trinket the ability to teleport to their campsite quickly.
ID: 7619^6
Covers you in the Armor of Experience and provides amazing protection for a short period of time.
ID: 7620^6
Covers you in the Armor of Experience and provides very strong protection for a short period of time.
ID: 7621^1
Gift of Amazing Exquisite Radiant Mana
ID: 7621^4
Whenever you cast a level 81 or higher spell that heals or harms someone, this ability grants you an innate chance for the next level 85 or lower spell you cast to only cost a single point of mana. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
ID: 7621^6
Covers you in the Armor of Experience and provides strong protection for a short period of time.
ID: 7622^6
Covers you in the Armor of Experience and provides weak protection for a short period of time.
ID: 7651^6
Uses the Ability
ID: 7652^6
Uses the Ability
ID: 7653^6
Uses the Ability
ID: 7664^1
Hastened Wrath of the Wild
ID: 7664^4
This ability decreases the amount of time required between uses of Wrath of the Wild by ten seconds per rank.
ID: 7669^1
Group Shrink
ID: 7669^2
Group
ID: 7669^3
Shrink
ID: 7669^4
This ability will cause everyone in your group to become smaller for a time.
ID: 7674^6
Focuses the casters mana into a form that can be physically handled.
ID: 7689^1
Burst of Life
ID: 7689^2
Burst
ID: 7689^3
Life
ID: 7689^4
This abilty blasts your target with the light of Rodcet Nife, instantly healing their wounds.
ID: 7690^1
Spirit Mastery
ID: 7690^4
This ability provides you with the ability to have 1 additional Aura active at a time, per rank.
ID: 7695^1
Quickened Blood of Avoling
ID: 7695^4
This ability will reduce the casting time of your Blood of Avoling spell by 5% per rank.
ID: 7698^1
Dead Man Floating
ID: 7698^2
Dead Man
ID: 7698^3
Floating
ID: 7698^4
This ability gives you an alternate version of your Dead Man Floating spell.
ID: 7699^1
Dread Incarnate
ID: 7699^4
As you are the embodiement of fear itself, you are unaffected by fear spells.
ID: 7700^6
Increases damage done by fire spells. It burns!
ID: 7703^1
Death Bloom
ID: 7703^2
Death
ID: 7703^3
Bloom
ID: 7703^4
You embrace the spectre of death, trading your life for mana.
ID: 7704^1
Hastened Fortify Companion
ID: 7704^4
This ability reduces the reuse timer on your Fortify Companion ability by 3 minutes per rank.
ID: 7712^1
Disruptive Persecution
ID: 7712^2
Disruptive
ID: 7712^3
Persecution
ID: 7712^4
Disruptive Persecution strikes with a damaging blast of holy magic and has a chance to interrupt your target's spells as they are being cast.
ID: 7715^1
Hastened Whisperwind
ID: 7715^4
This passive ability reduces the time required between uses of your Whisperwind ability by 2 seconds per rank.
ID: 7731^4
This ability allows you to enchant a bar of palladium with magical energy. Consumes a bar of palladium when cast.
ID: 7731^6
This ability allows you to enchant a bar of palladium with magical energy. Consumes a bar of palladium when cast.
ID: 7732^1
Enchant Dwerium
ID: 7732^2
Enchant
ID: 7732^3
Dwerium
ID: 7732^4
This ability allows you to enchant a bar of dwerium using some of your mana.
ID: 7732^6
This ability allows you to enchant a bar of dwerium using some of your mana.
ID: 7733^4
This ability allows you to enchant ten bars of palladium with magical energy. Consumes ten bars of palladium when cast.
ID: 7733^6
This ability allows you to enchant ten bars of palladium with magical energy. Consumes ten bars of palladium when cast.
ID: 7734^1
Mass Enchant Dwerium
ID: 7734^2
Mass
ID: 7734^3
Dwerium
ID: 7734^4
This ability allows you to enchant ten bars of dwerium using some of your mana.
ID: 7734^6
This ability allows you to enchant ten bars of dwerium using some of your mana.
ID: 7735^1
Enchant Palladium
ID: 7735^2
Enchant
ID: 7735^3
Palladium
ID: 7735^4
This ability allows you to enchant a bar of palladium using some of your mana.
ID: 7736^1
Enchant Palladium Trio
ID: 7736^2
Palladium
ID: 7736^3
Trio
ID: 7736^4
This ability allows you to enchant three bars of palladium using some of your mana.
ID: 7737^1
Mass Enchant Palladium
ID: 7737^2
Mass
ID: 7737^3
Palladium
ID: 7737^4
This ability allows you to enchant ten bars of palladium using some of your mana.
ID: 7738^1
Greater Mass Enchant Palladium
ID: 7738^2
Greater
ID: 7738^3
Palladium
ID: 7738^4
This ability allows you to enchant twenty bars of palladium using some of your mana.
ID: 7739^1
Enchant Temporite
ID: 7739^2
Enchant
ID: 7739^3
Temporite
ID: 7739^4
This ability allows you to enchant a bar of Temporite using some of your mana.
ID: 7739^6
This ability allows you to enchant a bar of Temporite using some of your mana.
ID: 7740^1
Mass Enchant Temporite
ID: 7740^2
Mass
ID: 7740^3
Temporite
ID: 7740^4
This ability allows you to enchant ten bars of Temporite using some of your mana.
ID: 7740^6
This ability allows you to enchant ten bars of Temporite using some of your mana.
ID: 7741^1
Enchant Cosgrite
ID: 7741^2
Enchant
ID: 7741^3
Cosgrite
ID: 7741^4
This ability allows you to enchant a bar of Cosgrite using some of your mana.
ID: 7741^6
This ability allows you to enchant a bar of Cosgrite using some of your mana.
ID: 7742^1
Mass Enchant Cosgrite
ID: 7742^2
Mass
ID: 7742^3
Cosgrite
ID: 7742^4
This ability allows you to enchant ten bars of Cosgrite using some of your mana.
ID: 7742^6
This ability allows you to enchant ten bars of Cosgrite using some of your mana.
ID: 7743^1
Hastened Guardian of the Forest
ID: 7743^4
This passive ability reduces the time required between uses of Guardian of the Forest by 10 percent per rank.
ID: 7746^1
Hastened Flusterbolt
ID: 7746^4
This passive ability reduces the time required between uses of your Flusterbolt ability by 2 seconds per rank.
ID: 7747^1
Volatile Arrow
ID: 7747^2
Volatile
ID: 7747^3
Arrow
ID: 7747^4
This ability fires an arrow tipped with a vial of oil causing the enemy to take increased damage from fire for up to 18 seconds. Multiple applications will not increase the damage or extend the time.
ID: 7748^1
Pathfinder's Grace
ID: 7748^4
Years spent deep in the wilderness of Norrath allows Rangers to increase their running speed. This increase does not stack with movement rate increasing spell effects.
ID: 7751^1
Hastened Cover Tracks
ID: 7751^4
This passive ability reduces the time required between uses of your Cover Tracks ability by 1 minute per rank.
ID: 7754^1
Steed of Souls
ID: 7754^2
Steed
ID: 7754^3
of Souls
ID: 7754^4
This ability provides you with the power to call a levitating nightmare to your side. Requires Unholy Steed to purchase.
ID: 7755^1
Scourge Skin
ID: 7755^2
Scourge
ID: 7755^3
Skin
ID: 7755^4
This ability covers your skin in a sickly ooze causing intense pain to those who strike you for up to 60 seconds.
ID: 7756^1
Death's Effigy
ID: 7756^2
Death's
ID: 7756^3
Effigy
ID: 7756^4
Your intimate knowledge of death and the dead allows you to immitate the appearance of a corpse at will.
ID: 7757^1
Hastened Visage of Death
ID: 7757^4
This passive ability reduces the time required between uses of your Visage of Death ability by 2 minutes per rank.
ID: 7760^1
Hastened Hate Step
ID: 7760^4
Each rank of this passive abilty reduces the time required between uses of your Hate Step ability by 10 percent.
ID: 7765^1
Improved Burst of Life
ID: 7765^4
This passive ability increases the effectiveness of your Burst of Life ability by 1000hp per rank.
ID: 7770^1
Improved Celestial Regeneration
ID: 7770^4
This passive ability increases the amount Celestial Regeneration heals by 500hp per rank. You can train this ability upon reaching rank 18 of Celestial Regeneration.
ID: 7773^1
Improved Focused Celestial Regeneration
ID: 7773^4
This passive ability increases the amount Focused Celestial Regeneration heals by 500hp per rank. You can train this ability upon reaching rank 6 of Focused Celestial Regeneration.
ID: 7793^6
Attaches your target to you with a very powerful spring.
ID: 7799^6
Claim your reward!
ID: 7800^1
Harm Touch
ID: 7800^2
Harm
ID: 7800^3
Touch
ID: 7800^4
Grants the Shadow Knight a powerful destructive ability that inflicts terrible pain and damage on their target.
ID: 7818^1
Frenzied Volley
ID: 7818^4
This ability gives you a chance to throw an additional axe when using your volley attacks. Each additional rank increases the damage inflicted by a successful attack.
ID: 7822^1
Hastened Force of Will
ID: 7822^4
This ability reduces the reuse timer on your Force of Will ability by 1 second per rank.
ID: 7826^6
Places an aura of protective runes around you that will increase your fire resistance by @10 for up to %z.
ID: 7827^1
Extended Rumbling Servant
ID: 7827^4
This ability extends the life of your Rumbling Servant by a short time. Each rank increases the duration.
ID: 7827^6
Places an aura of protective runes around you that will increase your cold resistance by @10 for up to %z.
ID: 7828^1
Hastened Rumbling Servant
ID: 7828^4
This ability reduces the reuse time of your Rumbling Servant by 2 seconds per rank.
ID: 7828^6
Places an aura of protective runes around you that will increase your magic resistance by @10 for up to %z.
ID: 7829^6
Places an aura of protective runes around you that will increase your poison resistance by @10 for up to %z.
ID: 7830^6
Places an aura of protective runes around you that will increase your disease resistance by @10 for up to %z.
ID: 7831^6
Places an aura of protective runes around you that will increase all of your resistances by @3 for up to %z.
ID: 7832^1
Hastened Burnout
ID: 7832^4
This ability reduces the reuse timer of your Frenzied Burnout by 1 minute per rank
ID: 7847^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 7848^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 7849^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 7850^1
Lay on Hands
ID: 7850^2
Lay on
ID: 7850^3
Hands
ID: 7850^4
Grants the Paladin a Divine heal. Additional ranks increase the power of this ability by increasing the amount healed.
ID: 7850^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 7851^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 7852^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 7865^4
This ability allows you to enchant three bars of palladium with magical energy. Consumes three bars of palladium when cast.
ID: 7865^6
This ability allows you to enchant three bars of palladium with magical energy. Consumes three bars of palladium when cast.
ID: 7866^1
Extended Astral Projection
ID: 7866^4
This ability will extend your Astral Projection ability by 1 tick per rank
ID: 7868^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 7869^1
Neshika's Blink
ID: 7869^2
Neshika's
ID: 7869^3
Blink
ID: 7869^4
This ability will allow you to teleport a short distance forward by sheer force of will. Additional ranks extend the distance you may travel.
ID: 7869^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 7870^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 7871^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 7872^1
Zan Fi's Whistle
ID: 7872^2
Zan Fi
ID: 7872^3
Whistle
ID: 7872^4
This ability will provide you with a boost to various forms of melee damage. Additional ranks increase the potency of this effect.
ID: 7872^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 7873^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 7874^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 7875^1
Five Point Palm
ID: 7875^2
Five Point
ID: 7875^3
Palm
ID: 7875^4
The Five Point Palm Exploding Heart Technique will convert your life force into a destructive blow that will take effect a moment after you strike. Additional ranks increase the potency of this effect.
ID: 7875^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 7884^1
Extended Speed Focus
ID: 7884^4
This passive ability will extend the duration of your Speed Focus discipline by 1 tick.
ID: 7885^1
Extended Crystalpalm
ID: 7885^4
This passive ability will extend the duration of your Crystalpalm discipline by 1 tick.
ID: 7900^1
Theft of Essence
ID: 7900^4
This ability gives you a chance to steal power from a summoned creature and give it to your pet whenever you use a bane spell on a summoned creature. Additional ranks increase the power given to your pet.
ID: 7903^1
Malosinete
ID: 7903^2
Malo
ID: 7903^3
sinete
ID: 7903^4
This ability gives you a version of your Malo line of spells that is slightly more reliable than other versions. Additional ranks strengthen the debuff.
ID: 7916^6
Reduces accuracy with all attacks. Reduces melee speed, movement speed, and casting level.
ID: 7917^6
Begins turning the bearer to stone. If not cured, leads to permanent petrification and death!
ID: 7936^6
Generates a small hot spark.
ID: 7940^1
Hastened Turn Undead
ID: 7940^4
This passive ability will reduce the reuse timer on your Turn Undead ability by 15 seconds per rank.
ID: 7943^1
Cascading Divine Aura
ID: 7943^2
Cascading
ID: 7943^3
Div Aura
ID: 7943^4
This ability allows you to cast a Divine Aura spell on a player target, temporarily rendering the target invulnerable and granting a short duration heal on your target.
ID: 7944^1
Group Purify Soul
ID: 7944^2
Gr Purify
ID: 7944^3
Soul
ID: 7944^4
This ability allows you to cast a spell that cures most ailments that may be afflicting your group.
ID: 7945^1
Hastened Renewal
ID: 7945^4
This passive ability will reduce the reuse timer on your Frantic Renewal, Frenetic Renewal and Desperate Renewal spells by 2 seconds per rank.
ID: 7948^1
Sanctified Blessing
ID: 7948^4
This passive ability grants you a chance to deliver a heal to your target each time you attempt to cure any friendly player. Additional ranks increase the power of your heal. This ability will work on heal spells starting at level 60 and up to an equal level to the level required to purchase each rank of the Ability.
ID: 7951^1
Focused Celestial Regeneration
ID: 7951^2
Foc Celest
ID: 7951^3
Regeneration
ID: 7951^4
This ability gives you the ability to cast a large heal over time spell at no mana cost on a single target.
ID: 7964^6
Surrounds the target's head with a bubble of high pressure water, doing #1 damage for up to 30 seconds.
ID: 7980^1
Mastery of Nature
ID: 7980^4
This passive ability will make it less likely that your animal based charm spells will break before they have run their course completely.
ID: 7983^1
Hastened Nature's Guardian
ID: 7983^4
This passive ability will reduce the reuse timer of your Nature's Guardian ability by two minutes per rank.
ID: 7983^6
Increases the casting time of spells. Reduces melee speed, movement speed, and casting level.
ID: 7985^6
Enchants twenty bars of electrum with magical energy. Consumes twenty bars of electrum when cast.
ID: 7986^1
Spirit of the Black Wolf
ID: 7986^2
Black
ID: 7986^3
Wolf
ID: 7986^4
Through this ability you are able to assume the form of a black spirit wolf. While in this form, your direct damage spells will have a higher chance to score a critical hit and you will be resistant to fire based attacks. Additionally your detrimental spell casting will consume less mana for the duration of this effect. Additional ranks increases your resistance to fire, reduces the amount of mana for this effect, and increases the critical chance for direct damage attacks.
ID: 7986^6
Enchants twenty bars of gold with magical energy. Consumes twenty bars of gold when cast.
ID: 7987^6
Enchants twenty bars of platinum with magical energy. Consumes twenty bars of platinum when cast.
ID: 7988^6
Enchants twenty bars of silver with magical energy. Consumes twenty bars of silver when cast.
ID: 7989^1
Hastened Lycan Soul
ID: 7989^4
This passive ability will reduce the reuse timer of your Spirit of the White Wolf and Spirit of the Black Wolf abilities by thirty seconds per rank.
ID: 7989^6
Enchants twenty bars of velium with magical energy. Consumes twenty bars of velium when cast.
ID: 7990^4
This ability allows you to enchant twenty bars of palladium with magical energy. Consumes twenty bars of palladium when cast.
ID: 7990^6
This ability allows you to enchant twenty bars of palladium with magical energy. Consumes twenty bars of palladium when cast.
ID: 7994^6
Consumes your target in a burning pyre of blood, causing @1 damage every 6 seconds for up to %z.
ID: 7995^6
Afflicts your target with a hungry toxin that will cause @1 damage. The venom will attempt to absorb energy from the creatures that can sometimes be controlled to give a temporary increase to the power of your duration damage spells. However, there is also a chance that the energy will backfire and cause the power of your damage over time spells to drop for a short time.
ID: 7999^6
Fills your target's veins with corathus venom for up to %z. Initially this venom will cause @2 damage but will decrease in potency the longer it afflicts the target.
ID: 8000^1
Celestial Rapidity
ID: 8000^2
Celest
ID: 8000^3
Rapid
ID: 8000^4
This ability decreases the cast time of your healing spells by 50 percent for 24 seconds. Spells which have already been reduced by other effects may not receive the same level of benefit. Additional ranks extend the duration by 1 tick per rank.
ID: 8000^6
Fills your allies with confidence, causing them to be more likely to dodge incoming melee attacks.
ID: 8001^1
Veteran's Enhancement
ID: 8001^4
This ability replaces those originally gained from Leadership AA abilities granting increased health, mana, health regeneration and attack power.
ID: 8001^6
Improves your companions' balance, causing them to be less likely to miss with melee attacks.
ID: 8002^6
Grants your companions the fists of Wu, increasing the frequency they will execute double attacks.
ID: 8003^6
Bellows a terrible battle cry, increasing the damage your companions deal with a critical hit.
ID: 8004^6
Strikes down an undead target with divine energy, causing @1 damage and potentially slowing their movement and doing additional damage for a short time.
ID: 8005^1
Acute Focus of Arcanum
ID: 8005^2
Acute Focus
ID: 8005^3
Arcanum
ID: 8005^4
This activated ability will allow you to focus on your mystical arts for a short time, granting you a greater chance that your detrimental spells will strike your target.
ID: 8006^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The holy power attempts to breach the weakest of your target's magical defenses, and is therefore harder to resist.
ID: 8007^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 8008^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 8009^6
Heals #1 hit points initially. Heals #8 hit points every six seconds.
ID: 8010^6
Fires a cluster of spores at your target that will fling them backwards and root them to the ground for a short time.
ID: 8011^6
Channels the power of the dawn to strike your target for @1 damage. While channeling this power you will sometimes gain the blessing of the dawn, which will greatly increase your next direct damage spell. However, there is also a small chance that the energy will backfire and cause your next several direct damage spells to do less damage.
ID: 8015^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. This effect will fade after 240 interventions.
ID: 8017^6
Afflicts your target with a hungry plague that will slow their attack rate for up to %z. The plague will freqently attempt to infect nearby targets with the same malady.
ID: 8018^6
Spews a deluge of acid in a cone in front of you, causing up to @1 damage to any creatures caught in the spray.
ID: 8019^6
Brings your weapons into perfect harmony, causing your melee attacks to have a much greater chance of hitting and greatly increasing your critical hit rate for up to %z.
ID: 8020^6
Conjures a hail of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 8021^6
Beckons to the creatures of the wild to attack your target for a short time.
ID: 8022^6
Tears the unholy energy from an undead target, causing @1 damage. The energy torn from the creature can sometimes be focused to greatly enhance the damage of your next lifetap spell. However, sometimes the energy can backfire and greatly decrease the power of your lifetap spells for a short time.
ID: 8025^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily, though the maximum hit points gained will decay over time.
ID: 8027^6
Squelches the darkness in an undead creature, causing @1 damage and potentially slowing their movement speed and lowering their armor class for a short time.
ID: 8029^6
Cloaks you in a pious aura that will sometimes turn away detrimental spells for up to %z.
ID: 8030^1
Self Stasis
ID: 8030^2
Self
ID: 8030^3
Stasis
ID: 8030^4
This Ability, when activated, will temporarily remove you from all combat and leave you immobile for a short time.
ID: 8030^6
Brings your blades and your steps into perfect alignment for up to %z. While in the dance your melee attacks will have a greatly increase chance to hit and you will have a greatly increased chance for critical hits.
ID: 8031^1
Hastened Veil of Mindshadow
ID: 8031^4
This passive ability will reduce the time between uses of your Veil of Mindshadow ability by 30 seconds per rank.
ID: 8031^6
Fills your target's mind with creeping dreams, causing them to cease actions for up to %z. The dreams take on a sentience of their own and will try to spread to nearby enemies periodically.
ID: 8032^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 8034^1
Phantasmal Opponent
ID: 8034^2
Phantasmal
ID: 8034^3
Opponent
ID: 8034^4
This ability, when activated, calls forth a Doppelganger of your current target that will attack your target.
ID: 8034^6
Coalesces mana into a spectrum of destructive light, causing #1 damage to your target. The light will attempt to breach the weakest of your target's defenses and is therefore much harder to resist.
ID: 8035^1
Hastened Edict of Command
ID: 8035^4
This passive ability will reduce the time between uses of your Edict of Command ability by three minutes per rank.
ID: 8035^6
Seeds an echo of madness in your target, causing them to cease their actions for up to %z. The madness will frequently echo in the ears of nearby creatures as well.
ID: 8036^6
Cloaks you in the guise of an orc. Roar.
ID: 8037^6
Summons a raging elemental servant that will relentlessly attack your opponent for a short time.
ID: 8038^1
Fog of Memories
ID: 8038^2
Fog
ID: 8038^3
Memories
ID: 8038^4
This Ability, when activated, has a chance to make your target forget everything and everyone for a short time. Additional ranks increase this chance slightly.
ID: 8038^6
Cloaks your target in an aura of flames. The flames will frequently lash out at an attacking creature causing moderate damage. The flames will fade after 48 strikes.
ID: 8039^1
Bite of Tashani
ID: 8039^2
Bite
ID: 8039^3
Tashani
ID: 8039^4
This ability, when activated, has a chance to make any enemy hit by this ability less resistant to magical attacks until the effect fades.
ID: 8039^6
Reduces target's hitpoints.
ID: 8040^1
Extended Ingenuity
ID: 8040^4
This passive ability will allow item effects to last longer for you when you use them. Additional ranks further increase the duration increase.
ID: 8040^6
Strikes your target with a bolt of focused elemental fire, causing @1 damage. The force of this fire can sometimes be harnessed to greatly increase the damage of your next direct damage spell. However, the fire can sometimes backfire and cause your direct damage spells to do much less damage for a short time.
ID: 8041^6
Strikes your target with a clinging bolt of frost causing #1 damage. The frost will slow your target's movements for a short time.
ID: 8043^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 8044^6
Weaves mana into a bolt of burning energy that will cause @1 damage to your target. The energy of this weave can sometimes be harnessed to greatly increase the power of your next direct damage spell. However, the weave can sometimes become unstable and make your direct damage spells cause less damage for a short time.
ID: 8052^6
This ability infuses an undead NPC with holy energy, causing it to continually take damage for the next 30 seconds. Each additional level of this ability increases the damage done. Occasionally an undead NPC will react violently to the infusion of holy
ID: 8054^6
Reduces the amount of hate generated by your spell casting for up to %z.
ID: 8060^1
Fury of Druzzil
ID: 8060^2
Fury
ID: 8060^3
Druzzil
ID: 8060^4
This ability, when active, will add additional damage to all Magic based spells that you cast. Additional ranks increase the amount of damage added to each cast.
ID: 8063^1
Fury of Eci
ID: 8063^2
Fury
ID: 8063^3
Eci
ID: 8063^4
This ability, when active, will add additional damage to all Ice based spells that you cast. Additional ranks increase the amount of damage added to each cast.
ID: 8066^1
Fury of Ro
ID: 8066^2
Fury
ID: 8066^3
Ro
ID: 8066^4
This ability, when active, will add additional damage to all Fire based spells that you cast. Additional ranks increase the amount of damage added to each cast.
ID: 8069^1
Fortified Entanglement
ID: 8069^4
This passive ability will reduce the chance that your root spells will break when a direct damage spell strikes your target. Additional ranks further reduce the chance that your root will break.
ID: 8072^1
Force of Will
ID: 8072^2
Force
ID: 8072^3
Will
ID: 8072^4
This ability grants you a direct damage capability using the power of your will as a weapon. Additional ranks increase the power of your strike.
ID: 8075^1
Atol's Shackles
ID: 8075^2
Atol's
ID: 8075^3
Shackles
ID: 8075^4
This ability grants you a form of your Atol's Shackles spell.
ID: 8076^1
Hastened Manaburn
ID: 8076^4
This passive ability will reduce the reuse timer on your Manaburn ability by 6 minutes per rank.
ID: 8082^1
Hastened Call of Xuzl
ID: 8082^4
This passive ability will reduce the reuse timer on your Call of Xuzl ability by 1 minute per rank.
ID: 8090^6
Attacks your opponents armor, lowering their armor class for a short time.
ID: 8140^6
Damages your target with a burst of flame.
ID: 8143^6
Triggers a blast of steam that propels you forward and increases your movement speed for %z.
ID: 8164^6
Strikes your enemy for #1 damage, and reduces their resistance to fire by #6, for up to %z.
ID: 8190^1
Companion's Alacrity
ID: 8190^4
This passive ability will increase the chance that your companion has to execute a flurry of attacks when in combat. Additional ranks increase the chance that your companion will flurry.
ID: 8192^6
Instantly increases health by #1 and then by #4 for up to %z.
ID: 8193^1
Improved Intimidation
ID: 8193^4
Test
ID: 8194^1
Perfected Levitation
ID: 8194^2
Perfected
ID: 8194^3
Levitation
ID: 8194^4
This ability grants you a perfected ability to Levitate on demand.
ID: 8195^1
Hastened Fortify Companion
ID: 8195^4
This passive ability will decrease the amount of time you must wait between uses of your Fortify Companion. Ranks 1, 2, and 3 reduce the reuse time by two minutes per rank. Ranks 4, 5, and 6 further reduce this time by 3 minutes per rank.
ID: 8196^6
This ability will bind an NPC to your will, charming them until the spell wears off. This ability works on NPCs up to the level you must be before you can purchase each rank. Rank 1 will keep the NPC charmed for 2 minutes, rank 2 for 4 minutes and rank 3 and beyond for 6 minutes.
ID: 8197^6
This ability will bind an NPC to your will, charming them until the spell wears off. This ability works on NPCs up to the level you must be before you can purchase each rank. Rank 1 will keep the NPC charmed for 2 minutes, rank 2 for 4 minutes and rank 3 and beyond for 6 minutes.
ID: 8198^1
Empowered Ingenuity
ID: 8198^4
This passive ability will allow the critical strikes that you do with weapons to deal additional damage in the form of stronger critical hits. Additional ranks increase the power of your critical hits with items.
ID: 8198^6
This ability will bind an NPC to your will, charming them until the spell wears off. This ability works on NPCs up to the level you must be before you can purchase each rank. Rank 1 will keep the NPC charmed for 2 minutes, rank 2 for 4 minutes and rank 3 and beyond for 6 minutes.
ID: 8201^1
Companion's Fury
ID: 8201^4
This passive ability will grant a chance for your companion to score a critical hit when attacking via melee. Additional ranks increase the chance of a critical hit.
ID: 8204^1
Quickened Radiant Cure
ID: 8204^4
This passive ability will decrease the cast time of your Radiant Cure ability by ten percent per rank.
ID: 8207^1
Quickened Radiant Cure
ID: 8207^4
This passive ability will decrease the cast time of your Radiant Cure ability by ten percent per rank.
ID: 8210^1
Mental Stamina
ID: 8210^4
This passive ability will add fifty mana per rank to your mana total. Beginning with rank 16, this ability adds 100 mana.
ID: 8215^1
Hardy Endurance
ID: 8215^4
This passive ability will add fifty endurance per rank to your endurance total.
ID: 8218^6
Through the use of this ability, you can call upon ancestral spirits to protect you from harm for a brief period. The spirits will absorb a portion of the damage you would normally take. Additional ranks increase the percent of damage that the spirits take instead of you.
ID: 8219^6
Through the use of this ability, you can call upon ancestral spirits to protect you from harm for a brief period. The spirits will absorb a portion of the damage you would normally take. Additional ranks increase the percent of damage that the spirits take instead of you.
ID: 8220^1
Group Perfected Invisibility
ID: 8220^2
Group Perf
ID: 8220^3
Invisibility
ID: 8220^4
An invisibility that will not fade over time than you can share with your group.
ID: 8220^6
Reduced incoming damage by #1 percent up to a maximum of @1, for up to %z.
ID: 8221^1
Focus of Arcanum
ID: 8221^2
Focus
ID: 8221^3
Arcanum
ID: 8221^4
This activated ability will allow you to focus on your mystical arts for a short time, granting you a greater chance that your detrimental spells will strike your target.
ID: 8222^1
Group Perfected Invisibility to Undead
ID: 8222^2
Perfected
ID: 8222^3
ITU
ID: 8222^4
This ability grants your group a perfected ability to be invisible to the undead.
ID: 8223^1
Spell Casting Reinforcement Mastery
ID: 8223^4
This ability increases the duration of beneficial buffs that you cast by an additional 10 percent.
ID: 8224^1
Cascade of Life
ID: 8224^4
Whenever you cast a level direct healing spell, there is a chance that your target will be blessed with an additional amount of healing. Additional ranks increase the amount of healing done.
ID: 8227^1
Summon Companion
ID: 8227^2
Summon
ID: 8227^3
Companion
ID: 8227^4
This ability grants you a faster casting version of your Summon Companion spell.
ID: 8228^1
Mental Fortitude
ID: 8228^4
This passive ability grants you an innate resistance to charm spells. Additional ranks increase your resistance further.
ID: 8231^1
Gate
ID: 8231^2
Gate
ID: 8231^4
This ability grants you an additional version of your Gate spell.
ID: 8232^1
Extended Ingenuity
ID: 8232^4
This passive ability will allow item effects to last longer for you when you use them. Additional ranks further increase the duration increase.
ID: 8233^6
Consumes your warder and yourself in a feral fury, greatly increasing your melee damage.
ID: 8234^6
Consumes your warder and yourself in a feral fury, greatly increasing your melee damage.
ID: 8235^1
Armor of Wisdom
ID: 8235^4
This passive ability reflects your vast experience and grants you an additional amount of innate protection in the form of boosted armor class. Additional ranks further boost your armor class.
ID: 8235^6
Transports your group to the undershore.
ID: 8236^6
Opens a mystic portal to transport your group to the undershore.
ID: 8237^6
Teleports you to the undershore.
ID: 8238^6
Teleports you to the undershore.
ID: 8239^6
Opens an arcane portal that teleports your target to the Undershore.
ID: 8240^1
Armor of Wisdom
ID: 8240^4
This passive ability reflects your vast experience and grants you an additional amount of innate protection in the form of boosted armor class. Additional ranks further boost your armor class.
ID: 8244^6
Grants ultravision.
ID: 8245^1
Armor of Wisdom
ID: 8245^4
This passive ability reflects your vast experience and grants you an additional amount of innate protection in the form of boosted armor class. Additional ranks further boost your armor class.
ID: 8250^1
Armor of Wisdom
ID: 8250^4
This passive ability reflects your vast experience and grants you an additional amount of innate protection in the form of boosted armor class. Additional ranks further boost your armor class.
ID: 8255^1
Armor of Wisdom
ID: 8255^4
This passive ability reflects your vast experience and grants you an additional amount of innate protection in the form of boosted armor class. Additional ranks further boost your armor class.
ID: 8261^6
Reduces your targets accuracy for up to %z.
ID: 8262^1
Spell Casting Reinforcement Artistry
ID: 8262^4
This ability increases the duration of beneficial buffs that you cast by an additional 10 percent.
ID: 8263^1
Planar Strength
ID: 8263^4
Raises the maximum that your strength can be increased to with items and spells by 5 points per rank.
ID: 8268^1
Planar Stamina
ID: 8268^4
Raises the maximum that your stamina can be increased to with items and spells by 5 points per rank.
ID: 8273^1
Planar Agility
ID: 8273^4
Raises the maximum that your agility can be increased to with items and spells by 5 points per rank.
ID: 8278^1
Planar Dexterity
ID: 8278^4
Raises the maximum that your dexterity can be increased to with items and spells by 5 points per rank.
ID: 8283^1
Planar Wisdom
ID: 8283^4
Raises the maximum that your wisdom can be increased to with items and spells by 5 points per rank.
ID: 8288^1
Planar Intelligence
ID: 8288^4
Raises the maximum that your intelligence can be increased to with items and spells by 5 points per rank.
ID: 8293^1
Planar Charisma
ID: 8293^4
Raises the maximum that your charisma can be increased to with items and spells by 5 points per rank.
ID: 8300^1
Resplendent Glory
ID: 8300^2
Resplendent
ID: 8300^3
Glory
ID: 8300^4
This ability increases incoming healing by 3% per rank for 1 minute.
ID: 8303^1
Rage of Rallos Zek
ID: 8303^2
Rage of
ID: 8303^3
Rallos
ID: 8303^4
This ability allows you to proc every swing for up to 12 seconds.
ID: 8312^1
Enhanced Area Taunt
ID: 8312^2
Enhanced
ID: 8312^3
AE Taunt
ID: 8312^4
This ability enhances the original Area Taunt with additional hate generation for up to 30 seconds.
ID: 8314^1
Fluid March
ID: 8314^4
This passive ability grants you an improved innate chance to resist attacks that would slow your feet and impeed your movement rate. Additional ranks increase your chance to resist.
ID: 8317^1
Hastened Selo's Kick
ID: 8317^4
This passive ability reduces the time required between uses of your Selo's Kick ability by 1 second per rank.
ID: 8319^1
Hastened Bellow
ID: 8319^4
This passive ability reduces the time required between uses of your Boastful Bellow ability by 2 seconds per rank.
ID: 8322^1
Belltone Mind
ID: 8322^4
This passive ability gives you a 15 percent chance to resist mesmerizing spell effects. Further ranks increase this resistance by 5 percent per rank.
ID: 8325^1
Subtle Blows
ID: 8325^4
This passive ability reduces the amount of hate generated from your attacks. Each rank reduces the amount of hate generated by 3 percent.
ID: 8330^1
Lithe Body
ID: 8330^4
This ability extends the duration of your Nimble discipline by 1 tick.
ID: 8331^1
Enhanced Thief's Eyes
ID: 8331^4
This passive ability increases the effectiveness of your Thief's Eyes ability by 10 percent.
ID: 8332^1
Extended Languid Bite
ID: 8332^4
This passive ability extends the duration of your Languid Bite ability by 1 tick per rank.
ID: 8335^1
Quickened Malosinete
ID: 8335^4
This passive ability reduces the cast time of your AA version Malosinete spell by .2 seconds per rank.
ID: 8341^1
Drape of Shadows
ID: 8341^2
Drape of
ID: 8341^3
Shadows
ID: 8341^4
This ability allows your pet a chance to fade from the enemy's sight.
ID: 8342^1
Host in the Shell
ID: 8342^2
Host in
ID: 8342^3
the Shell
ID: 8342^4
This ability creates a shield of runes around your pet. Additional ranks increase the strength of the runes.
ID: 8347^1
Hastened Mana Draw
ID: 8347^4
This passive ability reduces the time required between uses of your Mana Draw ability. Each rank reduces this time by 10 minutes.
ID: 8350^1
Hastened Mezmerization
ID: 8350^4
This passive ability reduces the time required between uses of your mezmerization spells by 10 percent. This will only affect abilities with a level of 80 or greater.
ID: 8351^1
Dreamlike Might
ID: 8351^4
Raises the maximum that your strength can be increased to with items and spells by 5 points per rank.
ID: 8354^6
Activates a roboboar for you to ride into battle!
ID: 8355^6
Activates a roboboar mount.
ID: 8356^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 8361^1
Dreamlike Fortitude
ID: 8361^4
Raises the maximum that your stamina can be increased to with items and spells by 5 points per rank.
ID: 8371^1
Dreamlike Swiftness
ID: 8371^4
Raises the maximum that your agility can be increased to with items and spells by 5 points per rank.
ID: 8381^1
Dreamlike Cunning
ID: 8381^4
Raises the maximum that your dexterity can be increased to with items and spells by 5 points per rank.
ID: 8384^6
Reduces the mana cost of Dread Pyre by up to $1 percent.
ID: 8385^6
Reduces the mana cost of Desperate Renewal by up to $1 percent.
ID: 8386^6
Reduces the mana cost of Skin of the Reptile by up to $1 percent.
ID: 8387^6
Increases the duration of Lingering Sloth by #1 percent.
ID: 8388^6
Reduces the mana cost of Mana Flare by up to $1 percent.
ID: 8389^6
Reduces the mana cost of Fickle Fire by up to $1 percent.
ID: 8390^6
Reduces the mana cost of Ether Flame by up to $1 percent.
ID: 8391^1
Dreamlike Sapience
ID: 8391^4
Raises the maximum that your wisdom can be increased to with items and spells by 5 points per rank.
ID: 8391^6
Increases the duration of Commanding Voice by #1 percent.
ID: 8392^6
Increases the duration of Thief's Eyes by #1 percent.
ID: 8393^6
Increases the duration of Fists of Wu by #1 percent.
ID: 8394^6
Increases the duration of Cry Havoc by #1 percent.
ID: 8395^6
Increases the duration of Warder's Wrath by #1 percent.
ID: 8396^6
Reduces the mana cost of Bestial Empathy by up to $1 percent.
ID: 8397^6
Reduces the mana cost of Touch of Draygun by up to $1 percent.
ID: 8398^6
Reduces the mana cost of Last Rites by up to $1 percent.
ID: 8399^6
Increases the power of certain summoned and animated servants.
ID: 8400^1
Armor Rend
ID: 8400^2
Armor
ID: 8400^3
Rend
ID: 8400^4
Rends the armor of enemies around you, making them easier to attack.
ID: 8401^1
Tactical Blow
ID: 8401^2
Tactical
ID: 8401^3
Blow
ID: 8401^4
Stun and force your target to the ground with this attack.
ID: 8402^1
Concuss
ID: 8402^2
Concuss
ID: 8402^4
Reduce the target's hatred toward you.
ID: 8403^1
Solar Strike
ID: 8403^2
Solar
ID: 8403^3
Strike
ID: 8403^4
Burn your target and nearby enemies with a strike from the sun.
ID: 8404^1
Rotting of the Plaguebringer
ID: 8404^2
Rot. Of
ID: 8404^3
The Plag.
ID: 8404^4
Infects the area around you with a deadly virus.
ID: 8405^1
Spawn of Bertoxxulous
ID: 8405^2
Spawn of
ID: 8405^3
Bertoxx.
ID: 8405^4
Summons a skeleton to aid you.
ID: 8406^1
Chant of Terris
ID: 8406^2
Chant of
ID: 8406^3
Terris
ID: 8406^4
Mesmerizes an undead target.
ID: 8406^6
While active, the wizard focuses his mastery over fire to cause any fire-based direct damage spell they cast to have a chance to cause the targeted creature to burst into flames, taking continual damage and becomes more susceptible to further fire-based a
ID: 8407^1
Nightmares of Terris
ID: 8407^2
Nightm.
ID: 8407^3
of Terris
ID: 8407^4
Roots your target in place.
ID: 8407^6
While active, the wizard focuses his mastery over fire to cause any fire-based direct damage spell they cast to have a chance to cause the targeted creature to burst into flames, taking continual damage and becomes more susceptible to further fire-based a
ID: 8408^1
Resolute Gift
ID: 8408^2
Resolute
ID: 8408^3
Gift
ID: 8408^4
Increases your target's armor class and hit points.
ID: 8408^6
While active, the wizard focuses his mastery over fire to cause any fire-based direct damage spell they cast to have a chance to cause the targeted creature to burst into flames, taking continual damage and becomes more susceptible to further fire-based a
ID: 8409^1
Immortal Elixir
ID: 8409^2
Immort.
ID: 8409^3
Elixir
ID: 8409^4
Heals your target over time.
ID: 8410^1
Quiet of Marr
ID: 8410^2
Quiet
ID: 8410^3
of Marr
ID: 8410^4
Roots your target in place.
ID: 8411^1
Essence of the Pure
ID: 8411^2
Ess. Of
ID: 8411^3
the Pure
ID: 8411^4
Stuns and blinds your target.
ID: 8412^1
Touch of Terror
ID: 8412^2
Tch of.
ID: 8412^3
Terror
ID: 8412^4
Tears the life from your enemy in an instant.
ID: 8413^1
Final Judgment
ID: 8413^2
Final
ID: 8413^3
Judgm.
ID: 8413^4
Damages your target as you pass judgment.
ID: 8414^1
Immortal Bonds
ID: 8414^2
Immort.
ID: 8414^3
Bonds
ID: 8414^4
Slows the movement rate of your target.
ID: 8415^1
Hand of the Seventh
ID: 8415^2
Hand of
ID: 8415^3
the Sev.
ID: 8415^4
Increases your groups hit points, mana, and strength.
ID: 8416^1
Nature's Bestowment
ID: 8416^2
Nature's
ID: 8416^3
Bestow.
ID: 8416^4
Increases the hit points of your target.
ID: 8417^1
Wrath of Tunare
ID: 8417^2
Wrath of
ID: 8417^3
Tunare
ID: 8417^4
Burns your enemy with the fires of nature.
ID: 8418^1
Immortal Bolt
ID: 8418^2
Immort.
ID: 8418^3
Bolt
ID: 8418^4
Strikes your target with a bolt of lightning.
ID: 8419^1
Caressing Winds
ID: 8419^2
Caress.
ID: 8419^3
Winds
ID: 8419^4
Increases regeneration and toughness of the skin.
ID: 8421^1
Dreamlike Intellect
ID: 8421^4
Raises the maximum that your intelligence can be increased to with items and spells by 5 points per rank.
ID: 8422^1
Dreamlike Magnetism
ID: 8422^4
Raises the maximum that your charisma can be increased to with items and spells by 5 points per rank.
ID: 8423^6
Increases your mana regen for up to %z.
ID: 8424^1
Breath of Wind
ID: 8424^2
Breath of
ID: 8424^3
Wind
ID: 8424^4
Clears your target's thoughts, increasing their mana regeneration rate.
ID: 8425^1
Poison Blast
ID: 8425^2
Poison
ID: 8425^3
Blast
ID: 8425^4
Rains poison down on your target and those around it.
ID: 8426^1
Drained Soul
ID: 8426^2
Drained
ID: 8426^3
Soul
ID: 8426^4
Drains the life force of your target
ID: 8453^6
Increases your clockwork's fire resistance, movement rate and attack speed for up to %z.
ID: 8454^6
Repairs #1 damage.
ID: 8455^6
Lobs a bomb at your target, dealing #1 damage.
ID: 8456^6
Creates a beginner artisan satchel.
ID: 8457^6
Creates an apprentice artisan satchel.
ID: 8458^6
Creates a freshman artisan satchel.
ID: 8459^6
Creates a journeyman artisan satchel.
ID: 8460^6
Creates an expert artisan satchel.
ID: 8461^6
Creates a master artisan satchel.
ID: 8467^6
Mocks your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 8468^6
Increases your companions' natural armor and chance to trigger weapon effects, as long as they stay inside the area of the aura.
ID: 8470^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. This technique will also increase the damage from a double backstab, should you execute one. You may only prepare for a sneak attack after being hidden for a few seconds.
ID: 8471^6
Constructs a trap of poison spikes at your feet which will trigger when enemies draw near and slow their movement rate.
ID: 8473^6
Focuses your internal energy using the technique of Master Kanji. While in this trance your flying kicks will do much greater damage, have a higher chance of hitting, and you will be able to execute them much more frequently.
ID: 8474^6
Increases your companions' chance to dodge, parry, and riposte attacks, as long as they stay inside the area of the aura.
ID: 8476^6
Fills nearby allies with a rage that is sometimes unleashed when they take melee damage. The rage will increase their melee damage considerably for a short time.
ID: 8477^6
Fills those around you with bloodlust, increasing the damage that their critical strikes will cause. The effect only benefits those that stay within the area of your aura.
ID: 8479^6
Bathes your body in a holy aura that will sometimes heal your wounds when struck in melee combat. The ward will also increase your attack rating, your strength, and your armor class. The ward will fade after healing you 32 times.
ID: 8480^6
Heals #1 hit points initially. Heals #8 hit points every six seconds.
ID: 8481^6
Increases the potency of healing spells that land on your companions, as long as they stay inside the area of the aura.
ID: 8483^6
Incites intense pain and hatred in your target. You in turn use that pain to increase your own armor class. The effects of this increased armor will fade over time.
ID: 8484^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 8486^6
Conjures the power of your voice into arcane orbs of power that will fuel the destructive power of group members who use direct damage spells.
ID: 8488^6
Increases your companions' attack speed and spell damage, as long as they stay inside the area of the aura.
ID: 8490^6
Calls down fire to consume your target, causing #1 damage.
ID: 8491^6
Entangles your target's feet in the vines of the Elddar, preventing them from moving up for up to %z. This spell is very difficult to resist.
ID: 8493^6
Fills your group with holy energy which will continually heal their wounds for a short period of time.
ID: 8494^6
Cleanses your target of poisons and prevents the next poison-based spell from affecting them.
ID: 8495^6
Allows your companions to absorb a portion of incoming melee damage, as long as they stay inside the area of the aura.
ID: 8497^6
Causes your target's skin to sprout large spikes and hardened skin. This effect will cause heavy damage to any creatures that strike them.
ID: 8498^6
Bathes your group in the light of the moon, healing their wounds.
ID: 8499^6
Increases your companions' health regeneration and also removes their disease effects, as long as they stay inside the area of the aura.
ID: 8501^6
Poisons the target, dealing more than #2 damage every six seconds for %z.
ID: 8502^6
Heals your wounds for #3 every six seconds for %z.
ID: 8503^6
Increases hit points by up to #1 every six seconds for %z.
ID: 8504^6
Conjures an Idol of Malos at your location, which will lower resistances for any enemies that approach.
ID: 8505^6
Reduces your resistance to cold, magic, poison, and fire effects by #2.
ID: 8506^6
Adds a chance for creatures that strike you to be mesmerized for a brief period.
ID: 8507^6
Mesmerizes targets of up to level @1 for %z.
ID: 8508^6
Strangles your target's brain, causing them #4 damage every 6 seconds as well as draining their mana. The mana drained will help restore your own.
ID: 8509^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 8511^6
Encases your target's feet in solid ice, causing #1 damage and preventing them from moving for a short time.
ID: 8512^6
Evokes a potent magical flame to strike your target, causing between #1 and @1 damage.
ID: 8513^6
Scribes a fiery rune on the ground that will explode and damage any enemy that wanders too close.
ID: 8515^6
Strikes your target with the spear of Ro, causing #1 damage.
ID: 8517^6
Cloaks your pet in an iceflame guard which will cause damage to any creature that strikes it in melee combat, as well as granting a chance to strike enemies with fire. The combat effect will also cause your pet to be cloaked in a brief protective aura that will absorb one melee attack or spell.
ID: 8518^6
Augments your pet with the strength of the Rathe which will increase their melee damage by 10 percent. The effect will also augment all nearby pets by the same amount.
ID: 8520^6
Turns your body into that of the undead, increasing your mana regeneration, granting you ultravision, the ability to see invisible creatures and the form of a skeleton. You will continually take damage while in this form.
ID: 8522^6
Steals the mental energy of your target to regenerate the mana of your group mates.
ID: 8523^6
Scribes a rune of death on the ground that will curse any creature that wanders too close to it. The curse will cause continual damage to the creature for a short time.
ID: 8525^6
Damages your target and has a chance of disrupting your target's spells as they are being cast.
ID: 8526^6
Damages your target, slowing their attack speed for up to one minute.
ID: 8577^6
Calls forth a fetter specifically designed to trap Ayonae Ro.
ID: 8583^6
Lava surrounds you, increasing your resistance to fire and damaging your attackers.
ID: 8699^6
Plants a small seedling in hopes that it will grow.
ID: 8733^1
Aura of Protection
ID: 8733^2
Aura of
ID: 8733^3
Protection
ID: 8733^4
Places a protective shield around your target which will absorb incoming damage.
ID: 8734^1
Aura of Regeneration
ID: 8734^2
Aura of
ID: 8734^3
Regeneration
ID: 8734^4
Regenerates your group's hit points and mana.
ID: 8771^6
Teleports you to the Theater of Blood.
ID: 8782^6
Rakes your target with feral claws, causing moderate physical damage.
ID: 8783^6
Fills your warder with the spirit of Orishar increasing their dexterity, as well as providing them a chance to perform a burning fire attack. When the fire attack triggers it will also place a protective shield on your warder that will absorb the next melee attack or detrimental spell that hits them.
ID: 8892^6
Restores mana and endurance.
ID: 8921^6
Increases your companions' natural armor and chance to trigger weapon effects, as long as they stay inside the area of the aura.
ID: 8922^6
Constructs a trap of poison spikes at your feet which will trigger when enemies draw near and slow their movement rate.
ID: 8923^6
Increases your companions' chance to dodge, parry, and riposte attacks, as long as they stay inside the area of the aura.
ID: 8924^6
Fills those around you with bloodlust, increasing the damage that their critical strikes will cause. The effect only benefits those that stay within the area of your aura.
ID: 8925^6
Increases the potency of healing spells that land on your companions, as long as they stay inside the area of the aura.
ID: 8926^6
Increases your companions' attack speed and spell damage, as long as they stay inside the area of the aura.
ID: 8928^6
Allows your companions' to absorb a portion of incoming melee damage, as long as they stay inside the area of the aura.
ID: 8929^6
Increases your companions' health regeneration and also removes their disease effects, as long as they stay inside the area of the aura.
ID: 8930^6
Conjures an idol at your feet that will inflict nearby enemies with a curse that will lower their fire, magic, poison, and ice resistances.
ID: 8931^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 8932^6
Scribes a fiery rune on the ground that will explode and damage the first enemy that wander too close.
ID: 8933^6
Augments your pet with the earthen strength which will increase their melee damage by 5 percent. The effect will also augment all nearby pets by the same amount.
ID: 8934^6
Scribes a rune of darkness on the ground that will curse any creature that wanders too close to it. The curse will cause continual damage for a short time.
ID: 8943^6
Creates an aura of vital energy around you that will heal the wounds of your groupmates, as well as curing some poison effects.
ID: 8950^1
Trakanon's Touch
ID: 8950^2
Trakanon's
ID: 8950^3
Touch
ID: 8950^4
Banishes your foes to a distant location.
ID: 8951^1
Blinding Fear
ID: 8951^2
Blinding
ID: 8951^3
Fear
ID: 8951^4
Freezes your target in terror.
ID: 8952^1
Poison Breath
ID: 8952^2
Poison
ID: 8952^3
Breath
ID: 8952^4
A breath of poison that drains the life from your enemies.
ID: 8953^1
Immolating Breath
ID: 8953^2
Immolating
ID: 8953^3
Breath
ID: 8953^4
A breath of immolation that sears the flesh from your targets bones.
ID: 8954^1
Dragon Roar
ID: 8954^2
Dragon
ID: 8954^3
Roar
ID: 8954^4
A mighty roar causing your targets to flee in terror.
ID: 8955^1
Freezing Breath
ID: 8955^2
Freezing
ID: 8955^3
Breath
ID: 8955^4
A freezing breath of wind that shoots an icy cold through their bodies.
ID: 8962^1
Dark Empathy
ID: 8962^2
Dark
ID: 8962^3
Empathy
ID: 8962^4
Drains your health, channeling it into your ally.
ID: 8965^6
Transports your group to Arcstone in the Plane of Magic.
ID: 8966^6
Transports your group to Arcstone in the Plane of Magic.
ID: 8967^6
Transports you to Arcstone in the Plane of Magic.
ID: 8968^6
Transports you to Arcstone in the Plane of Magic.
ID: 8969^6
Opens an arcane portal that teleports your target to Arcstone in the Plane of Magic.
ID: 8978^6
Summons an Abyssal Steed mount mount.
ID: 8990^6
Calls upon the legendary steed known as Ghostrider.
ID: 8991^6
Increases your companions' chance to dodge, as long as they stay inside the area of the aura.
ID: 8992^6
Increases your companions' chance to dodge, as long as they stay inside the area of the aura.
ID: 8993^6
Increases your companions' chance for critical hits with spells or melee attacks, as long as they stay inside the area of the aura.
ID: 8994^6
Increases your companions' chance for critical hits with spells or melee attacks, as long as they stay inside the area of the aura.
ID: 8995^6
Increases your companions' healing effects, as long as they stay inside the area of the aura.
ID: 8996^6
Increases your companions' healing effects, as long as they stay inside the area of the aura.
ID: 8997^6
Reduces the mana cost on your companions' spells, as long as they stay inside the area of the aura.
ID: 8998^6
Reduces the mana cost on your companions' spells, as long as they stay inside the area of the aura.
ID: 8999^6
ID: 9000^1
Summon Resupply Agent
ID: 9000^2
Summon
ID: 9000^3
Agent
ID: 9000^4
Make use of the new Norrathian Resupply Initiative and summon a helpful mechanical merchant to your side! Fully stocked with a variety of useful and interesting items, our vendor is ready to take your order. You look like you could use a Fish Scale!
ID: 9000^6
Increases your companions' chance to dodge, as long as they stay inside the area of the aura.
ID: 9001^1
Harmshield
ID: 9001^2
Harm-
ID: 9001^3
shield
ID: 9001^4
Protects you in an impenetrable unholy aura for a short period.
ID: 9001^6
Increases your companions' chance to dodge, as long as they stay inside the area of the aura.
ID: 9002^1
Arch Lich
ID: 9002^2
Arch
ID: 9002^3
Lich
ID: 9002^4
Drains the flesh from your bones while infusing your body with mana.
ID: 9002^6
Increases your companions' chance for critical hits with spells or melee attacks, as long as they stay inside the area of the aura.
ID: 9003^1
Emissary of Thule
ID: 9003^2
Emissar
ID: 9003^3
of Thule
ID: 9003^4
Summons forth a servant of fear to serve you.
ID: 9003^6
Increases your companions' chance for critical hits with spells or melee attacks, as long as they stay inside the area of the aura.
ID: 9004^1
Vexing Mordinia
ID: 9004^2
Vexing
ID: 9004^3
Mordinia
ID: 9004^4
Drains the life from your target, and slowly siphons it to you.
ID: 9004^6
Increases your companions' healing effects, as long as they stay inside the area of the aura.
ID: 9005^1
Frenzy
ID: 9005^2
Frenzy
ID: 9005^4
Enables you to deliver a frenzied attack against your opponents.
ID: 9005^6
Increases your companions' healing effects, as long as they stay inside the area of the aura.
ID: 9006^6
Reduces the mana cost on your companions' spells, as long as they stay inside the area of the aura.
ID: 9007^6
Reduces the mana cost on your companions' spells, as long as they stay inside the area of the aura.
ID: 9008^6
Increases your companions' chance to dodge, as long as they stay inside the area of the aura.
ID: 9009^6
Increases your companions' chance to dodge, as long as they stay inside the area of the aura.
ID: 9010^6
Increases your companions' chance for critical hits with spells or melee attacks, as long as they stay inside the area of the aura.
ID: 9011^6
Increases your companions' chance for critical hits with spells or melee attacks, as long as they stay inside the area of the aura.
ID: 9012^6
Increases your companions' healing effects, as long as they stay inside the area of the aura.
ID: 9013^6
Increases your companions' healing effects, as long as they stay inside the area of the aura.
ID: 9014^6
Reduces the mana cost on your companions' spells, as long as they stay inside the area of the aura.
ID: 9015^1
Unholy Rejuvenation
ID: 9015^2
Unholy
ID: 9015^3
Rejuvenation
ID: 9015^4
Heals your target's wounds
ID: 9015^6
Reduces the mana cost on your companions' spells, as long as they stay inside the area of the aura.
ID: 9020^6
Fills you with rage, imparting skill to your attacks while blurring your vision.
ID: 9021^6
Fills you with a sense of magic, imparting an increase in your mana while blurring your vision.
ID: 9022^6
Fills you with a sense of life, imparting you with extra health while blurring your vision.
ID: 9023^6
Infuses your target with the spirit of the puma, allowing them to make a savage attack for extra damage.
ID: 9024^6
Infuses your target with the spirit of the jaguar, allowing them to make a savage attack for extra damage.
ID: 9025^6
Infuses your target with the spirit of the leopard, allowing them to make a savage attack for extra damage.
ID: 9031^1
Summon Clockwork Banker
ID: 9031^2
Summon
ID: 9031^3
Banker
ID: 9031^4
Make use of the new Norrathian Banking Consortium's latest initiative and summon a helpful mechanical banker to your side! Your account is safe with us!
ID: 9032^1
Summon Permutation Peddler
ID: 9032^2
Permutation
ID: 9032^3
Peddler
ID: 9032^4
Make use of the new Norrathian Expediency Initiative and summon a augmentation distiller vendor to your side.
ID: 9033^1
Blessing of the Devoted
ID: 9033^4
This passive ability reduces the time required between uses of your veteran's rewards by 25 percent.
ID: 9100^1
Fundament of Intellect
ID: 9100^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Intellect you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Intellect you will be able to train in the First Spire of Arcanum. After you master the First Spire and the next three ranks of Fundament of Intellect you can then train the Second Spire of Arcanum. After completing your training with the Second Spire and completing the final three ranks of Fundament of Intellect you will be able to train the Third Spire of Arcanum and complete your mastery.
Fundament of Intellect itself will grant you 10 mana per rank and increase the cap on your Intelligence skill by 1 point per rank.
ID: 9101^1
Songwriting
ID: 9101^4
Each rank will increase your max skill cap for research by 10 points.
ID: 9109^1
Fundament of Intellect
ID: 9109^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Intellect you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Intellect you will be able to train in the First Spire of Necromancy. After you master the First Spire and the next three ranks of Fundament of Intellect you can then train the Second Spire of Necromancy. After completing your training with the Second Spire and completing the final three ranks of Fundament of Intellect you will be able to train the Third Spire of Necromancy and complete your mastery.
Fundament of Intellect itself will grant you 10 hit points per rank and increase the cap on your Stamina by 1 point per rank.
ID: 9111^1
Hybrid Research
ID: 9111^4
Each rank will increase your max skill cap for research by 10 points.
ID: 9111^6
Summons a very fast whirligig mount.
ID: 9116^6
Boom!
ID: 9118^1
Fundament of Intellect
ID: 9118^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Intellect you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Intellect you will be able to train in the First Spire of Elements. After you master the First Spire and the next three ranks of Fundament of Intellect you can then train the Second Spire of Elements. After completing your training with the Second Spire and completing the final three ranks of Fundament of Intellect you will be able to train the Third Spire of Elements and complete your mastery.
Fundament of Intellect itself will grant you 10 mana per rank and increase the cap on your Intelligence skill by 1 point per rank.
ID: 9121^1
Written Prayer
ID: 9121^4
Each rank will increase your max skill cap for research by 10 points.
ID: 9122^6
Commands a Brimstone Aberrant to deactivate.
ID: 9123^6
Scrubs away dirt and grime.
ID: 9124^6
Scrubs away dirt and grime.
ID: 9125^6
Sketches the chamber housing Veeshan's Scale.
ID: 9126^6
Sketches the Scale of Veeshan in detail.
ID: 9127^1
Fundament of Intellect
ID: 9127^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Intellect you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Intellect you will be able to train in the First Spire of Enchantment. After you master the First Spire and the next three ranks of Fundament of Intellect you can then train the Second Spire of Enchantment. After completing your training with the Second Spire and completing the final three ranks of Fundament of Intellect you will be able to train the Third Spire of Enchantment and complete your mastery.
Fundament of Intellect itself will grant you 10 hit points per rank and increase the cap on your Intelligence skill by 1 point per rank.
ID: 9127^6
Cloaks you in a shimmering illusion that makes you appear to be an evil eye.
ID: 9128^6
Convinces a weakened Overseer to reveal information.
ID: 9129^6
Shares a tear with a burning dragon.
ID: 9136^1
Fundament of Wisdom
ID: 9136^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Wisdom you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Wisdom you will be able to train in the First Spire of Divinity. After you master the First Spire and the next three ranks of Fundament of Wisdom you can then train the Second Spire of Divinity. After completing your training with the Second Spire and completing the final three ranks of Fundament of Wisdom you will be able to train the Third Spire of Divinity and complete your mastery.
Fundament of Wisdom itself will grant you 10 mana per rank and increase the cap on your Wisdom skill by 1 point per rank.
ID: 9145^1
Fundament of Wisdom
ID: 9145^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Wisdom you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Wisdom you will be able to train in the First Spire of Nature. After you master the First Spire and the next three ranks of Fundament of Wisdom you can then train the Second Spire of Nature. After completing your training with the Second Spire and completing the final three ranks of Fundament of Wisdom you will be able to train the Third Spire of Nature and complete your mastery.
Fundament of Wisdom itself will grant you 10 mana per rank and increase the cap on your Wisdom skill by 1 point per rank.
ID: 9145^6
Opens to make a collapsible silkfang pack.
ID: 9146^6
Scatters Bixie Dust.
ID: 9154^1
Fundament of Wisdom
ID: 9154^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Wisdom you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Wisdom you will be able to train in the First Spire of Ancestors. After you master the First Spire and the next three ranks of Fundament of Wisdom you can then train the Second Spire of Ancestors. After completing your training with the Second Spire and completing the final three ranks of Fundament of Wisdom you will be able to train the Third Spire of Ancestors and complete your mastery.
Fundament of Wisdom itself will grant you 10 hit points per rank and increase the cap on your Stamina by 1 point per rank.
ID: 9163^1
Fundament of Power
ID: 9163^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Power you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Power you will be able to train in the First Spire of the Pathfinders. After you master the First Spire and the next three ranks of Fundament of Power you can then train the Second Spire of the Pathfinders. After completing your training with the Second Spire and completing the final three ranks of Fundament of Power you will be able to train the Third Spire of the Pathfinders and complete your mastery.
Fundament of Power itself will grant you 10 hit points per rank and increase the cap on your Dexterity by 1 point per rank.
ID: 9163^6
Incubates your target with a powerful warmth, capable of hatching almost anything.
ID: 9172^1
Fundament of Power
ID: 9172^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Power you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Power you will be able to train in the First Spire of the Reavers. After you master the First Spire and the next three ranks of Fundament of Power you can then train the Second Spire of the Reavers. After completing your training with the Second Spire and completing the final three ranks of Fundament of Power you will be able to train the Third Spire of the Reavers and complete your mastery.
Fundament of Power itself will grant you 10 hit points per rank and increase the cap on your Strength by 1 point per rank.
ID: 9176^6
Temporarily deactivates the statue guardians outside of Ashengate.
ID: 9181^1
Fundament of Power
ID: 9181^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Power you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Power you will be able to train in the First Spire of Holiness. After you master the First Spire and the next three ranks of Fundament of Power you can then train the Second Spire of Holiness. After completing your training with the Second Spire and completing the final three ranks of Fundament of Power you will be able to train the Third Spire of Holiness and complete your mastery.
Fundament of Power itself will grant you 10 hit points per rank and increase the cap on your Strength by 1 point per rank.
ID: 9181^6
Calms the rampaging Moorwalkers in the Blightfire Moors, sending them back into hibernation.
ID: 9190^1
Fundament of Power
ID: 9190^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Power you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Power you will be able to train in the First Spire of the Minstrels. After you master the First Spire and the next three ranks of Fundament of Power you can then train the Second Spire of the Minstrels. After completing your training with the Second Spire and completing the final three ranks of Fundament of Power you will be able to train the Third Spire of the Minstrels and complete your mastery.
Fundament of Power itself will grant you 10 hit points per rank and increase the cap on your Strength by 1 point per rank.
ID: 9199^1
Fundament of Power
ID: 9199^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Power you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Power you will be able to train in the First Spire of Savagery. After you master the First Spire and the next three ranks of Fundament of Power you can then train the Second Spire of Savagery. After completing your training with the Second Spire and completing the final three ranks of Fundament of Power you will be able to train the Third Spire of Savagery and complete your mastery.
Fundament of Power itself will grant you 10 mana per rank and increase the cap on your Strength by 1 point per rank.
ID: 9208^1
Fundament of Combat
ID: 9208^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Combat you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Combat you will be able to train in the First Spire of the Warlord. After you master the First Spire and the next three ranks of Fundament of Combat you can then train the Second Spire of the Warlord. After completing your training with the Second Spire and completing the final three ranks of Fundament of Combat you will be able to train the Third Spire of the Warlord and complete your mastery.
Fundament of Combat itself will grant you 10 hit points per rank and increase the cap on your Strength by 1 point per rank.
ID: 9217^1
Fundament of Combat
ID: 9217^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Combat you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Combat you will be able to train in the First Spire of the Sensei. After you master the First Spire and the next three ranks of Fundament of Combat you can then train the Second Spire of the Sensei. After completing your training with the Second Spire and completing the final three ranks of Fundament of Combat you will be able to train the Third Spire of the Sensei and complete your mastery.
Fundament of Combat itself will grant you 10 endurance per rank and increase the cap on your Strength by 1 point per rank.
ID: 9226^1
Fundament of Combat
ID: 9226^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Combat you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Combat you will be able to train in the First Spire of the Savage Lord. After you master the First Spire and the next three ranks of Fundament of Combat you can then train the Second Spire of the Savage Lord. After completing your training with the Second Spire and completing the final three ranks of Fundament of Combat you will be able to train the Third Spire of the Savage Lord and complete your mastery.
Fundament of Combat itself will grant you 10 hit points per rank and increase the cap on your Strength by 1 point per rank.
ID: 9226^6
Mends your wounds, healing between #1 and @1 hit points.
ID: 9227^6
Mends your wounds, healing between #1 and @1 hit points.
ID: 9228^6
Mends your wounds, healing between #1 and @1 hit points.
ID: 9229^6
Mends your wounds, healing between #1 and @1 hit points.
ID: 9230^6
Mends your wounds, healing between #1 and @1 hit points.
ID: 9231^6
Fills your body with a warm light, healing #1 hit points every 6 seconds for %z.
ID: 9232^6
Fills your body with a warm light, healing #1 hit points every 6 seconds for %z.
ID: 9233^6
Fills your body with a warm light, healing #1 hit points every 6 seconds for %z.
ID: 9234^6
Fills your body with a warm light, healing #1 hit points every 6 seconds for %z.
ID: 9235^1
Fundament of Combat
ID: 9235^4
After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Combat you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Combat you will be able to train in the First Spire of the Rake. After you master the First Spire and the next three ranks of Fundament of Combat you can then train the Second Spire of the Rake. After completing your training with the Second Spire and completing the final three ranks of Fundament of Combat you will be able to train the Third Spire of the Rake and complete your mastery.
Fundament of Combat itself will grant you 10 endurance per rank and increase the cap on your Strength by 1 point per rank.
ID: 9235^6
Fills your body with a warm light, healing #1 hit points every 6 seconds for %z.
ID: 9236^6
Wracks your target with pain, doing #1 damage.
ID: 9237^6
Wracks your target with pain, doing #1 damage.
ID: 9238^6
Wracks your target with pain, doing #1 damage.
ID: 9239^6
Wracks your target with pain, doing #1 damage.
ID: 9240^6
Wracks your target with pain, doing #1 damage.
ID: 9241^6
Wracks your target with pain, doing #1 damage every 6 seconds for %z.
ID: 9242^6
Wracks your target with pain, doing #1 damage every 6 seconds for %z.
ID: 9243^6
Wracks your target with pain, doing #1 damage every 6 seconds for %z.
ID: 9244^6
Wracks your target with pain, doing #1 damage every 6 seconds for %z.
ID: 9245^6
Wracks your target with pain, doing #1 damage every 6 seconds for %z.
ID: 9255^6
Traps a slashclaw cub in the Blightfire Moors.
ID: 9300^1
Fundament: First Spire of Arcanum
ID: 9300^2
First
ID: 9300^3
Spire
ID: 9300^4
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 9303^1
Fundament: Second Spire of Arcanum
ID: 9303^2
Second
ID: 9303^3
Spire
ID: 9303^4
This ability, when activated, will increase the damage done by your critical spell strikes. Additional ranks will increase the damage done by your critical strikes.
ID: 9306^1
Fundament: Third Spire of Arcanum
ID: 9306^2
Third
ID: 9306^3
Spire
ID: 9306^4
This ability, when activated, will decrease the mana cost of your detrimental spell casting. Additional ranks further reduce the mana cost of your detrimental spells.
ID: 9309^1
Fundament: First Spire of the Sensei
ID: 9309^2
First
ID: 9309^3
Spire
ID: 9309^4
You gather your strength and focus your mind which grants you the dexterity you need to use your weapon's magical effects with greater skill. Your focus also provides you with a chance for a small amount of protection from harm. Additional ranks increase the rate that your weapon procs will fire as well as the strength of the guard placed on you.
ID: 9312^1
Fundament: Second Spire of the Sensei
ID: 9312^2
Second
ID: 9312^3
Spire
ID: 9312^4
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 9315^1
Fundament: Third Spire of the Sensei
ID: 9315^2
Third
ID: 9315^3
Spire
ID: 9315^4
You summon an innate chance to respond to violence against you by increasing your evasion and powers of attack. As you continue to be attacked you will attain higher levels of evasion and attack until you reach an apex of power and then slowly return to normal.
ID: 9318^1
Fundament: First Spire of the Elements
ID: 9318^2
First
ID: 9318^3
Spire
ID: 9318^4
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 9321^1
Fundament: Second Spire of the Elements
ID: 9321^2
Second
ID: 9321^3
Spire
ID: 9321^4
This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe.
ID: 9324^1
Fundament: Third Spire of the Elements
ID: 9324^2
Third
ID: 9324^3
Spire
ID: 9324^4
This ability, when active, will place a powerful damage shield on your entire group and increase your group's resistance to fire. Additional ranks increase the power of the damage shield and resistance.
ID: 9327^1
Fundament: First Spire of Enchantment
ID: 9327^2
First
ID: 9327^3
Spire
ID: 9327^4
This ability, when activated, will give you a defensive proc that will call your Doppelganger into existance. For a short time your Doppelganger will attempt to protect you from your attacker. Additional ranks make it more likely that you will be protected.
ID: 9330^1
Fundament: Second Spire of Enchantment
ID: 9330^2
Second
ID: 9330^3
Spire
ID: 9330^4
This ability, when activated, will provide a boost to your group's overall mana pool as well as provide additional mana regeneration. Additional ranks increase the amount of mana added to your group's pool.
ID: 9333^1
Fundament: Third Spire of Enchantment
ID: 9333^2
Third
ID: 9333^3
Spire
ID: 9333^4
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 9336^1
Fundament: First Spire of Necromancy
ID: 9336^2
First
ID: 9336^3
Spire
ID: 9336^4
This ability, when active, will increase your chance to peform a critical strike with your damage over time spells. Additional ranks increase your chance.
ID: 9339^1
Fundament: Second Spire of Necromancy
ID: 9339^2
Second
ID: 9339^3
Spire
ID: 9339^4
This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe.
ID: 9342^1
Fundament: Third Spire of Necromancy
ID: 9342^2
Third
ID: 9342^3
Spire
ID: 9342^4
This ability, when active, will increase the power of your critical damage over time spell's strikes. Additional ranks increase the power of this effect.
ID: 9345^1
Fundament: First Spire of the Warlord
ID: 9345^2
First
ID: 9345^3
Spire
ID: 9345^4
You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
ID: 9348^1
Fundament: Second Spire of the Warlord
ID: 9348^2
Second
ID: 9348^3
Spire
ID: 9348^4
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 9351^1
Fundament: Third Spire of the Warlord
ID: 9351^2
Third
ID: 9351^3
Spire
ID: 9351^4
You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance.
ID: 9354^1
Fundament: First Spire of the Rake
ID: 9354^2
First
ID: 9354^3
Spire
ID: 9354^4
You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
ID: 9357^1
Fundament: Second Spire of the Rake
ID: 9357^2
Second
ID: 9357^3
Spire
ID: 9357^4
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 9360^1
Fundament: Third Spire of the Rake
ID: 9360^2
Third
ID: 9360^3
Spire
ID: 9360^4
You gather your strength and focus your mind which grants you a bonus to your chance to score a critical strike and the damage you deal with a critical strike.
ID: 9363^1
Fundament: First Spire of the Minstrels
ID: 9363^2
First
ID: 9363^3
Spire
ID: 9363^4
This ability, when active, will provide everyone in your group with a reduction in the amount of damage that they take from melee damage. Additional ranks further improve this protection.
ID: 9366^1
Fundament: Second Spire of the Minstrels
ID: 9366^2
Second
ID: 9366^3
Spire
ID: 9366^4
This ability, when active, will grant additional damage done by everyone in your group when they cast damaging spells. Additional ranks will increase the damage added to each cast.
ID: 9369^1
Fundament: Third Spire of the Minstrels
ID: 9369^2
Third
ID: 9369^3
Spire
ID: 9369^4
This ability, when active, will grant additional damage done by everyone in your group when they attack with melee combat. Additional ranks will increase the damage added to each hit.
ID: 9372^1
Fundament: First Spire of the Savage Lord
ID: 9372^2
First
ID: 9372^3
Spire
ID: 9372^4
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 9375^1
Fundament: Second Spire of the Savage Lord
ID: 9375^2
Second
ID: 9375^3
Spire
ID: 9375^4
This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe.
ID: 9378^1
Fundament: Third Spire of the Savage Lord
ID: 9378^2
Third
ID: 9378^3
Spire
ID: 9378^4
This ability, when activated, will enhance the melee combat capabilities of you and your group. Additional ranks increase the power of this effect.
ID: 9381^1
Fundament: First Spire of Holiness
ID: 9381^2
First
ID: 9381^3
Spire
ID: 9381^4
This ability, when activated, will cause all heal spells that land on you and your group to increase the amount of healing they do with the exception of Complete Heal. Additional ranks will further boost the healing improvement.
ID: 9384^1
Fundament: Second Spire of Holiness
ID: 9384^2
Second
ID: 9384^3
Spire
ID: 9384^4
You gather your strength and focus your mind which grants you additional damage with all of your melee attacks. Additional ranks increase your damage bonus.
ID: 9387^1
Fundament: Third Spire of Holiness
ID: 9387^2
Third
ID: 9387^3
Spire
ID: 9387^4
You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance.
ID: 9390^1
Fundament: First Spire of the Reavers
ID: 9390^2
First
ID: 9390^3
Spire
ID: 9390^4
This ability, when active, provides you with additional chances to perform a critical strike with your spells. Additionally your critical strikes with spells will be increased in damage when this ability is active. Additional ranks further increase this effect.
ID: 9393^1
Fundament: Second Spire of the Reavers
ID: 9393^2
Second
ID: 9393^3
Spire
ID: 9393^4
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 9394^6
Summons a fast worg mount.
ID: 9395^6
Summons a fast worg mount.
ID: 9396^1
Fundament: Third Spire of the Reavers
ID: 9396^2
Third
ID: 9396^3
Spire
ID: 9396^4
You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance.
ID: 9396^6
Summons a worg mount.
ID: 9397^6
Summons a worg mount.
ID: 9398^6
Summons a worg mount.
ID: 9399^1
Fundament: First Spire of the Pathfinders
ID: 9399^2
First
ID: 9399^3
Spire
ID: 9399^4
This ability, when active, will boost the damage of your direct-damage procs. It will also make you more likely to proc while lowering the amount of hate that all of your actions generate.
ID: 9399^6
Summons a worg mount.
ID: 9400^6
Summons a worg mount.
ID: 9401^6
Summons a worg mount.
ID: 9402^1
Fundament: Second Spire of the Pathfinders
ID: 9402^2
Second
ID: 9402^3
Spire
ID: 9402^4
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 9405^1
Fundament: Third Spire of the Pathfinders
ID: 9405^2
Third
ID: 9405^3
Spire
ID: 9405^4
This ability, when active, will slightly increase your groups durability as well as increase the amount of damage done by any critical melee or spell strikes.
ID: 9408^1
Fundament: First Spire of Divinity
ID: 9408^2
First
ID: 9408^3
Spire
ID: 9408^4
This ability, when active, will increase your personal survivability as well as increase various forms of damage dealing that you may do. Additional ranks increase the mitigation and damage dealing increases.
ID: 9410^6
Finds the choicest bits of ore.
ID: 9411^1
Fundament: Second Spire of Divinity
ID: 9411^2
Second
ID: 9411^3
Spire
ID: 9411^4
This ability, when active, will add additional power to all heal spells that you cast that are at least level 75. Additional ranks further improve the power of your heals.
ID: 9414^1
Fundament: Third Spire of Divinity
ID: 9414^2
Third
ID: 9414^3
Spire
ID: 9414^4
This ability, when active, will increase the survivability of everyone in your group. Additional ranks increase the durability of your group even more.
ID: 9417^1
Fundament: First Spire of Nature
ID: 9417^2
First
ID: 9417^3
Spire
ID: 9417^4
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 9420^1
Fundament: Second Spire of Nature
ID: 9420^2
Second
ID: 9420^3
Spire
ID: 9420^4
This ability, when active, will add additional power to all heal spells that you cast that are at least level 75. Additional ranks further improve the power of your heals.
ID: 9423^1
Fundament: Third Spire of Nature
ID: 9423^2
Third
ID: 9423^3
Spire
ID: 9423^4
This ability, when active, will provide your group with a boost to their hitpoint pool. Additional ranks improve the hitpoint gains.
ID: 9426^1
Fundament: First Spire of Ancestors
ID: 9426^2
First
ID: 9426^3
Spire
ID: 9426^4
This ability, when active, will increase your chance to peform a critical strike with your damage over time spells. Additional ranks increase your chance.
ID: 9429^1
Fundament: Second Spire of Ancestors
ID: 9429^2
Second
ID: 9429^3
Spire
ID: 9429^4
This ability, when active, will add additional power to all heal spells that you cast that are at least level 75. Additional ranks further improve the power of your heals.
ID: 9430^6
Used to charm bears around Icefall Glacier.
ID: 9432^1
Fundament: Third Spire of Ancestors
ID: 9432^2
Third
ID: 9432^3
Spire
ID: 9432^4
This ability, when active, will increase your weapon's chance to proc as well as raise your accuracy and other statistics. Additional ranks increase these bonuses.
ID: 9433^6
Used to charm leopards around Icefall Glacier
ID: 9435^1
Fundament: First Spire of Savagery
ID: 9435^2
First
ID: 9435^3
Spire
ID: 9435^4
You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
ID: 9438^1
Fundament: Second Spire of Savagery
ID: 9438^2
Second
ID: 9438^3
Spire
ID: 9438^4
You gather your strength and focus your mind which grants additional accuracy and damage with thrown axes. Additional ranks increase the effectiveness with these weapons.
ID: 9441^1
Fundament: Third Spire of Savagery
ID: 9441^2
Third
ID: 9441^3
Spire
ID: 9441^4
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 9471^6
Wards a defense rune against undead frost giant shades in Valdeholm.
ID: 9483^6
Performs a minor repair on the portal in The Steppes.
ID: 9484^6
Performs a major repair on the portal in The Steppes.
ID: 9485^6
Performs a superior repair on the portal in The Steppes.
ID: 9486^6
Used to infuse the Lifestream Crystals in Vergalid.
ID: 9487^6
Used to infuse the Lifestream Crystals in Vergalid.
ID: 9500^1
Summon Remains
ID: 9500^2
Summon
ID: 9500^3
Remains
ID: 9500^4
This ability will summon all of the corpses of the player you target. To summon a player's corpses you must be grouped with that player.
ID: 9501^1
Summon Remains
ID: 9501^2
Summon
ID: 9501^3
Remains
ID: 9501^4
This ability will summon all of the corpses of the player you target. To summon a player's corpses you must be grouped with that player.
ID: 9502^1
Forceful Rejuvenation
ID: 9502^2
Force
ID: 9502^3
Rejuv
ID: 9502^4
By activating this ability you will feel refreshed and many of your spell casting timers will be reset, allowing you to instantly use the refreshed abilities.
ID: 9503^1
Sturdy Companion
ID: 9503^4
This passive ability will make all of your pets more resistant to attack. Each rank will add additional mitigation to your pets.
ID: 9503^6
Fills you with a blistering rage, increasing your throwing damage.
ID: 9505^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9506^1
Extended Swarm
ID: 9506^4
This passive ability will extend the duration of your swarm pets by 1 second per rank.
ID: 9506^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9507^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9508^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9509^1
Twincast
ID: 9509^4
This passive ability will give you the innate chance to perform a twincast each time you cast a direct damage spell. Each rank will give you a 1% chance to perform a twincast.
ID: 9509^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9510^6
Reduces the cast time of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9511^6
Reduces the mana cost of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9512^1
Staff Block
ID: 9512^4
This ability will grant you an innate bonus to your defenses when using a Two Hand Blunt weapon. Each rank will improve the protection afforded by your weapon.
ID: 9512^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9513^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9514^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9515^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9516^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9517^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9518^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9519^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9520^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9521^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9522^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9523^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9524^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9525^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9526^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9527^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9528^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9529^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9530^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9531^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9532^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9533^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9536^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9537^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9538^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9539^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9540^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9541^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9542^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9543^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9544^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9545^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9546^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9547^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9548^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9549^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9550^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9551^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9552^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9553^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9554^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9555^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9556^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9557^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9558^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9559^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9560^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9561^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9562^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9563^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9564^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9565^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9566^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9567^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9568^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9569^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9570^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9571^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9572^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9573^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9574^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9575^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9576^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9577^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9578^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9579^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9580^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9581^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9582^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9583^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9584^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9585^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9586^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9587^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9588^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9589^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9590^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9591^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9592^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9593^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9594^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9595^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9596^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9597^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9598^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9599^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9600^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9601^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9602^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9603^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9604^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9605^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9606^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9607^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9608^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9609^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9610^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9611^6
Reduces the chance that spell reagents will be consumed by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9612^6
Increases your dodge rating by #1.
ID: 9613^6
Increases your parry and block rating by #1.
ID: 9614^6
Fills your muscles with fury, increasing the chance of scoring a critical hit with a melee weapon.
ID: 9615^6
Fills your arms with speed, increasing your chance of performing a double attack.
ID: 9616^6
Focuses your hand-eye coordination, increasing your ranged attack accuracy.
ID: 9617^6
Increases your parry and block rating by #1.
ID: 9618^6
Increases the power of certain summoned and animated servants.
ID: 9619^6
Makes the skin turn as hard as stone, increasing your armor class for %z.
ID: 9620^6
Wraps your body in an eternal ward, increasing your resistances and your armor class for %z.
ID: 9621^6
You are engulfed in an ancient power, increasing your attack speed by #1 and hit-point regeneration for %z.
ID: 9622^6
Vengeful spirits protect you, harming any creatures that strikes you for up to %z.
ID: 9623^6
Savage spirits guard you, increasing your attack by #5 for %z.
ID: 9624^6
Increases your mana regeneration by #8 and your hit point regeneration by #10.
ID: 9625^6
Causes your thoughts to expand as you experience chaotic enlightenment, increasing your mana regeneration by #8 and hit-point regeneration by #10 for %z.
ID: 9626^6
Causes your thoughts to expand as you experience Salik's meditations, increasing your mana pool by #4 for %z.
ID: 9627^6
Consumes your mental energy to protect your body.
ID: 9628^6
Surrounds your body in the protection of earth, absorbing #1 percent of incoming spell damage. The guard is powered by your own mental and physical energy and drains @9 mana and @10 endurance every six seconds. The guard will fail once @1 damage has been absorbed.
ID: 9629^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9630^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9631^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9632^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 9633^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 9634^6
Reduces the mana cost of damaging spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9635^6
Infuses your blood with the fire and vitality of Atathus. Healing you for #1 hit points.
ID: 9636^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9637^6
Enshrouds your body in the spirit of Mysaphar, which will sometimes stun attackers when you are struck in melee combat.
ID: 9638^6
Summons the Pack of the Mistwalker to maul your target.
ID: 9639^6
Infuses your soul with the dark vengeance of Draton`ra, that will sometimes drain the life of those who dare attack you.
ID: 9640^6
Briefly surrounds your target in a magical shield that causes damage to anything that attacks them with physical or magic damage. After several strikes the effect will fade.
ID: 9641^6
Removes beneficial magical effects from your target.
ID: 9642^6
Heightens your reflexes, increasing your AC and chance to double attack, and making you immune to stuns for the next %z.
ID: 9643^6
Coats your blade with poison from the fangs of Draton`ra, causing your target to take damage if struck.
ID: 9644^6
Reduces the resistance rate of most spells with a duration for %z. This effect works on spells up to level #2.
ID: 9645^6
Imbues your pet with a twisted essence, allowing it to drain life when it attacks.
ID: 9646^6
Reduces the mana cost on your next spell to 1 mana. This bonus will not apply to spells over level #3.
ID: 9647^6
Grants your pet enlightenment and vitality, allowing it to heal more rapidly and make more damaging attacks.
ID: 9648^6
Reduces the resistance rate of most spells with a duration for %z. This effect works on spells up to level #2.
ID: 9649^6
Fills your warder with the spirit of Venesh increasing their rate of healing, as well as providing them a chance to perform a damaging magical attack.
ID: 9650^6
Burns away your target's defenses, decreasing their armor class for %z.
ID: 9651^6
Infuses your blood with fire and vitality. Healing you for #1 hit points.
ID: 9652^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9653^6
Enshrouds your body with a ward that will sometimes stun attackers when you are struck in melee combat.
ID: 9654^6
Summons the Pack of the Mistwalker to maul your target.
ID: 9655^6
Putrifies your soul with the dark vengeance, that will sometimes drain the life of those who dare attack you.
ID: 9656^6
Briefly surrounds your target in a magical shield that causes damage to anything that attacks them with physical or magic damage. After several strikes the effect will fade.
ID: 9657^6
Removes beneficial magical effects from your target.
ID: 9658^6
Heightens your reflexes, increasing your AC and chance to double attack, and making you immune to stuns for the next %z.
ID: 9659^6
Coats your blade with a deadly bone poison, causing your target to take damage if struck.
ID: 9660^6
Reduces the resistance rate of most spells with a duration for %z. This effect works on spells up to level #2.
ID: 9661^6
Imbues your pet with a vexed spirit, allowing it to drain life when it attacks.
ID: 9662^6
Reduces the mana cost on your next spell to 1 mana. This bonus will not apply to spells over level #3.
ID: 9663^6
Shrouds your pet, allowing it to heal more rapidly and make more damaging attacks.
ID: 9664^6
Reduces the resistance rate of most spells with a duration for %z. This effect works on spells up to level #2.
ID: 9665^6
Fills your warder with the spirit of Earth increasing their rate of healing, as well as providing them a chance to perform a damaging magical attack.
ID: 9666^6
Scars your target's will, decreasing their armor class for %z.
ID: 9667^6
Increases the amount of hate generated by your attacks by #1 percent.
ID: 9668^6
Increases the healing of Sacred Light by up to $1 percent.
ID: 9669^6
Increases the healing of Burst of Sunlight by up to $1 percent.
ID: 9670^6
Increases the damage of Volcanic Ash by up to $1 percent.
ID: 9671^6
Increases the damage of Touch of Severan by up to $1 percent.
ID: 9672^6
Reduces the mana cost of Pure Life by up to $1 percent.
ID: 9673^6
Decreases the reuse time of Impenetrable Discipline by 25 percent.
ID: 9674^6
Decreases the reuse time of Thousand Blades by 12 percent.
ID: 9675^6
Decreases the reuse time of Assassin Discipline by 25 percent.
ID: 9676^6
Reduces the likelihood that your spells that increase incoming damage will be resisted.
ID: 9677^6
Increases the damage of Ashengate Pyre by up to $1 percent.
ID: 9678^6
Increases the damage of Ethereal Conflagration by up to $1 percent.
ID: 9679^6
Increases the damage of Fickle Inferno by up to $1 percent.
ID: 9680^6
Reduces the hate generated by your spells that apply poison counters.
ID: 9681^6
Increases the healing of Minohten Mending by up to $1 percent.
ID: 9682^6
Decreases the reuse time of Berserking Discipline by 25 percent.
ID: 9683^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9684^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 9685^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9686^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 9687^6
Provides a protective barrier for your body, increasing all of your resists by #3 for %z.
ID: 9688^6
Forces a new endurance through the body, increasing your hit points by #5 for %z.
ID: 9689^6
Makes the body rejuvenate, increasing your hit-point regeneration by #12 for %z.
ID: 9690^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 9691^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 9692^6
Flaming skulls surround you, damaging any creatures that strike them.
ID: 9693^6
Reduces the hate you generate while also increasing the damage you take from melee attacks for up to %z.
ID: 9695^6
You are surrounded by rose petals, increasing your chance to dodge by #6 percent.
ID: 9696^6
Summons a venomous raptor that will spit poison at your enemies, increasing their damage from poison effects.
ID: 9697^6
Cloaks you in a shimmering illusion that makes you appear to be a Dragorn. Grants you increased damage with slashing, crushing, and piercing weapons.
ID: 9698^6
Heals your party with the light of Marr.
ID: 9700^6
Cleanses your target's immune system, curing minor corruption.
ID: 9701^6
Cleanses your target's immune system, curing minor corruption.
ID: 9702^6
Cleanses your target's immune system, curing minor corruption.
ID: 9703^6
Bestows your target with an blessing of purpose, allowing them to cast spells faster for %z. This aura affects spells up to level #2.
ID: 9704^6
Bestows your target with an blessing of purpose, allowing them to cast spells faster for %z. This aura affects spells up to level #2.
ID: 9705^6
Bestows your target with an blessing of purpose, allowing them to cast spells faster for %z. This aura affects spells up to level #2.
ID: 9706^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 9707^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 9708^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 9709^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 9710^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 9711^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 9712^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 9713^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 9714^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 9715^6
Leaves your enemy awestruck, briefly stunning them and causing between #2 and @2 damage. This spell works on creatures up to level @1.
ID: 9716^6
Leaves your enemy awestruck, briefly stunning them and causing between #2 and @2 damage. This spell works on creatures up to level @1.
ID: 9717^6
Leaves your enemy awestruck, briefly stunning them and causing between #2 and @2 damage. This spell works on creatures up to level @1.
ID: 9718^6
ID: 9719^6
ID: 9720^6
ID: 9721^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 9722^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 9723^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 9724^6
ID: 9725^6
ID: 9726^6
ID: 9727^6
ID: 9728^6
ID: 9729^6
ID: 9730^6
Fills your target with tenacity, granting them increased hit points and armor class for %z.
ID: 9731^6
Fills your target with tenacity, granting them increased hit points and armor class for %z.
ID: 9732^6
Fills your target with tenacity, granting them increased hit points and armor class for %z.
ID: 9733^6
Provides your target with heroic valor, increasing their hit points and armor class for %z.
ID: 9734^6
Provides your target with heroic valor, increasing their hit points and armor class for %z.
ID: 9735^6
Provides your target with heroic valor, increasing their hit points and armor class for %z.
ID: 9736^6
Fills your target's body with sacred elixir, healing #1 hit points every 6 seconds for %z.
ID: 9737^6
Fills your target's body with sacred elixir, healing #1 hit points every 6 seconds for %z.
ID: 9738^6
Fills your target's body with sacred elixir, healing #1 hit points every 6 seconds for %z.
ID: 9739^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 9740^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 9741^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 9742^6
Places the Aegis of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 9743^6
Places the Aegis of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 9744^6
Places the Aegis of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 9745^6
ID: 9746^6
Bathes your target in sacred light, healing between #1 and @1 hit points.
ID: 9747^6
Bathes your target in sacred light, healing between #1 and @1 hit points.
ID: 9748^6
Bathes your target in sacred light, healing between #1 and @1 hit points.
ID: 9749^6
Strikes an enemy with holy might, briefly stunning them. This spell works on creatures up to level @1.
ID: 9750^6
Strikes an enemy with holy might, briefly stunning them. This spell works on creatures up to level @1.
ID: 9751^6
Strikes an enemy with holy might, briefly stunning them. This spell works on creatures up to level @1.
ID: 9752^6
ID: 9753^6
ID: 9754^6
ID: 9755^6
Imbues your target with the promise of a great heal in %z.
ID: 9756^6
Imbues your target with the promise of a great heal in %z.
ID: 9757^6
Imbues your target with the promise of a great heal in %z.
ID: 9758^6
ID: 9759^6
ID: 9760^6
ID: 9761^6
ID: 9762^6
ID: 9763^6
ID: 9764^6
By taking a vow of valor, you sacrifice your healing efficacy for %z for the chance to do increased damage via valorous melee strikes. Each valorous strike invigorates you, replenishing your health.
ID: 9765^6
By taking a vow of valor, you sacrifice your healing efficacy for %z for the chance to do increased damage via valorous melee strikes. Each valorous strike invigorates you, replenishing your health.
ID: 9766^6
By taking a vow of valor, you sacrifice your healing efficacy for %z for the chance to do increased damage via valorous melee strikes. Each valorous strike invigorates you, replenishing your health.
ID: 9767^6
ID: 9768^6
ID: 9769^6
ID: 9770^6
ID: 9771^6
ID: 9772^6
ID: 9773^6
Places the mark of the martyr on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 9774^6
Places the mark of the martyr on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 9775^6
Places the mark of the martyr on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 9776^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies.
ID: 9777^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies.
ID: 9778^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies.
ID: 9779^6
Bestows your group with an aura of purpose, allowing them to cast spells faster for %z. This aura affects spells up to level #2.
ID: 9780^6
Bestows your group with an aura of purpose, allowing them to cast spells faster for %z. This aura affects spells up to level #2.
ID: 9781^6
Bestows your group with an aura of purpose, allowing them to cast spells faster for %z. This aura affects spells up to level #2.
ID: 9782^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 9783^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 9784^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 9785^6
Places the Ward of Reprisal around your body. This ward will periodically strike out at any creature that attacks you. This effect will fade after 120 strikes.
ID: 9786^6
Places the Ward of Reprisal around your body. This ward will periodically strike out at any creature that attacks you. This effect will fade after 120 strikes.
ID: 9787^6
Places the Ward of Reprisal around your body. This ward will periodically strike out at any creature that attacks you. This effect will fade after 120 strikes.
ID: 9788^6
ID: 9789^6
ID: 9790^6
ID: 9791^6
Shares your divine spirit, granting your group resistance to corruption.
ID: 9792^6
Shares your divine spirit, granting your group resistance to corruption.
ID: 9793^6
Shares your divine spirit, granting your group resistance to corruption.
ID: 9794^6
Expunges your target's immune system, curing some corruption.
ID: 9795^6
Expunges your target's immune system, curing some corruption.
ID: 9796^6
Expunges your target's immune system, curing some corruption.
ID: 9797^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 9798^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 9799^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 9800^6
Strikes nearby creatures with a silent decree, inflicting @3 damage and stunning them.
ID: 9801^6
Strikes nearby creatures with a silent decree, inflicting @3 damage and stunning them.
ID: 9802^6
Strikes nearby creatures with a silent decree, inflicting @3 damage and stunning them.
ID: 9803^6
Places mystic armor of the sacred around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 9804^6
Places mystic armor of the sacred around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 9805^6
Places mystic armor of the sacred around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 9806^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 9807^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 9808^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 9809^6
Cloaks your group in an aura of tenacity, granting them increased hit points and armor class for %z.
ID: 9810^6
Cloaks your group in an aura of tenacity, granting them increased hit points and armor class for %z.
ID: 9811^6
Cloaks your group in an aura of tenacity, granting them increased hit points and armor class for %z.
ID: 9812^6
Fills your group with the elixir of redemption which continually heals their wounds for a short period of time.
ID: 9813^6
Fills your group with the elixir of redemption which continually heals their wounds for a short period of time.
ID: 9814^6
Fills your group with the elixir of redemption which continually heals their wounds for a short period of time.
ID: 9815^6
ID: 9816^6
ID: 9817^6
ID: 9818^6
Places the rallied protection of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 9819^6
Places the rallied protection of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 9820^6
Places the rallied protection of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 9821^6
This spell no longer functions and can safely be deleted.
ID: 9822^6
This spell no longer functions and can safely be deleted.
ID: 9823^6
This spell no longer functions and can safely be deleted.
ID: 9824^6
Surrounds your target in dancing flames for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance, and armor class.
ID: 9825^6
Surrounds your target in dancing flames for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance, and armor class.
ID: 9826^6
Surrounds your target in dancing flames for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance, and armor class.
ID: 9827^6
Summons a gale of storms to stun your target, also doing between #1 and @1 damage.
ID: 9828^6
Summons a gale of storms to stun your target, also doing between #1 and @1 damage.
ID: 9829^6
Summons a gale of storms to stun your target, also doing between #1 and @1 damage.
ID: 9830^6
Engulfs your targets in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 9831^6
Engulfs your targets in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 9832^6
Engulfs your targets in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 9833^6
Calls a burst of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 9834^6
Calls a burst of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 9835^6
Calls a burst of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 9836^6
Cloaks you in a shimmering illusion that makes you appear to be a Wyvern. Grants you increased movement speed.
ID: 9837^6
Summons a fast venomous raptor mount. Additionally offers a mount blessing which increases your poison resistance by 50, maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 9838^6
Summons a very fast firescale wrulon mount. Additionally offers a mount blessing which increases your cold resistance by 50, maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 9839^6
ID: 9840^6
ID: 9841^6
ID: 9842^6
ID: 9843^6
ID: 9844^6
ID: 9845^6
Blankets your target in hoar frost, lowering their attack value and armor class for %z.
ID: 9846^6
Blankets your target in hoar frost, lowering their attack value and armor class for %z.
ID: 9847^6
Blankets your target in hoar frost, lowering their attack value and armor class for %z.
ID: 9848^6
A crown of fire circles your head. Grants a small amount fire spell damage.
ID: 9849^6
You lay down a path of ice. Grants a small increase to cold spell damage.
ID: 9850^6
Increases poison damage taken by a small amount.
ID: 9851^6
Calms the savage spirit of almost any creature in an area around your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 9852^6
Calms the savage spirit of almost any creature in an area around your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 9853^6
Calms the savage spirit of almost any creature in an area around your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 9854^6
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 9855^6
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 9856^6
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 9857^6
Fills your target with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 9858^6
Fills your target with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 9859^6
Fills your target with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 9860^6
ID: 9861^6
ID: 9862^6
ID: 9863^6
Covers your target in a layer of glacial ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z.
ID: 9864^6
Covers your target in a layer of glacial ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z.
ID: 9865^6
Covers your target in a layer of glacial ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z.
ID: 9866^6
Surrounds your target in a shield of nature's spikes that causes damage to anything that strikes them for %z.
ID: 9867^6
Surrounds your target in a shield of nature's spikes that causes damage to anything that strikes them for %z.
ID: 9868^6
Surrounds your target in a shield of nature's spikes that causes damage to anything that strikes them for %z.
ID: 9869^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants, while also increasing the damage they will take from fire-based spells for %z.
ID: 9870^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants, while also increasing the damage they will take from fire-based spells for %z.
ID: 9871^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants, while also increasing the damage they will take from fire-based spells for %z.
ID: 9872^6
Hardens the skin of your target, increasing their hit points, mana regeneration, and armor class for %z.
ID: 9873^6
Hardens the skin of your target, increasing their hit points, mana regeneration, and armor class for %z.
ID: 9874^6
Hardens the skin of your target, increasing their hit points, mana regeneration, and armor class for %z.
ID: 9875^6
Mends severe wounds, healing between #1 and @1 damage.
ID: 9876^6
Mends severe wounds, healing between #1 and @1 damage.
ID: 9877^6
Mends severe wounds, healing between #1 and @1 damage.
ID: 9878^6
Commands a swarm of fireants to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 9879^6
Commands a swarm of fireants to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 9880^6
Commands a swarm of fireants to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 9881^6
Surrounds your body in a viridicoat that increases your armor class, as well as harming those that strike you for %z.
ID: 9882^6
Surrounds your body in a viridicoat that increases your armor class, as well as harming those that strike you for %z.
ID: 9883^6
Surrounds your body in a viridicoat that increases your armor class, as well as harming those that strike you for %z.
ID: 9884^6
Shares your love with your target.
ID: 9885^6
Shares your heartbreak with your target.
ID: 9886^6
Summons a fast armored snow puma mount.
ID: 9887^6
Burns your target's skin with winter's flame, inflicting damage separately from a burning flame and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 9888^6
Burns your target's skin with winter's flame, inflicting damage separately from a burning flame and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 9889^6
Burns your target's skin with winter's flame, inflicting damage separately from a burning flame and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 9890^6
ID: 9891^6
ID: 9892^6
ID: 9893^6
ID: 9894^6
ID: 9895^6
ID: 9896^6
ID: 9897^6
ID: 9898^6
ID: 9899^6
ID: 9900^6
ID: 9901^6
ID: 9902^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 9903^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 9904^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 9905^6
Covers you in a skin of direwood, greatly reducing the damage you take from melee attacks for up to %z.
ID: 9906^6
Covers you in a skin of direwood, greatly reducing the damage you take from melee attacks for up to %z.
ID: 9907^6
Covers you in a skin of direwood, greatly reducing the damage you take from melee attacks for up to %z.
ID: 9908^6
ID: 9909^6
ID: 9910^6
ID: 9911^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 9912^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 9913^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 9914^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 9915^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 9916^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 9917^6
Calls forth a wave of cascading vines that extend directly in front of you. These vines can bind your enemies to the ground for up to %z. After the vines loosen their grip, your enemies will become snared which will reduce their movement speed for up to %z.
ID: 9918^6
Calls forth a wave of cascading vines that extend directly in front of you. These vines can bind your enemies to the ground for up to %z. After the vines loosen their grip, your enemies will become snared which will reduce their movement speed for up to %z.
ID: 9919^6
Calls forth a wave of cascading vines that extend directly in front of you. These vines can bind your enemies to the ground for up to %z. After the vines loosen their grip, your enemies will become snared which will reduce their movement speed for up to %z.
ID: 9920^6
Cleanses your group of minor corruption.
ID: 9921^6
Cleanses your group of minor corruption.
ID: 9922^6
Cleanses your group of minor corruption.
ID: 9923^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 9924^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 9925^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 9926^6
Surrounds your group in a shield of viridiflora that causes damage to anything that strikes them for %z.
ID: 9927^6
Surrounds your group in a shield of viridiflora that causes damage to anything that strikes them for %z.
ID: 9928^6
Surrounds your group in a shield of viridiflora that causes damage to anything that strikes them for %z.
ID: 9929^6
Hardens the skin of your group, increasing their hit points, mana regeneration, and armor class for %z.
ID: 9930^6
Hardens the skin of your group, increasing their hit points, mana regeneration, and armor class for %z.
ID: 9931^6
Hardens the skin of your group, increasing their hit points, mana regeneration, and armor class for %z.
ID: 9932^6
Summons rime crystals, causing @1 damage to your target.
ID: 9933^6
Summons rime crystals, causing @1 damage to your target.
ID: 9934^6
Summons rime crystals, causing @1 damage to your target.
ID: 9935^6
ID: 9936^6
ID: 9937^6
ID: 9938^6
ID: 9939^6
ID: 9940^6
ID: 9941^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 9942^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 9943^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 9944^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 9945^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 9946^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 9947^6
Grants you a chance at a second life. If a second life is fulfilled, you will be invulnerable with little health for a short time.
ID: 9948^6
Grants you a chance at a second life. If a second life is fulfilled, you will be invulnerable with little health for a short time.
ID: 9949^6
Grants you a chance at a second life. If a second life is fulfilled, you will be invulnerable with little health for a short time.
ID: 9950^6
Opens a mystical portal that teleports your target to Direwind Cliffs.
ID: 9951^6
Opens a mystical portal that teleports your entire group to Direwind Cliffs.
ID: 9952^6
Opens a mystical portal that teleports you to Direwind Cliffs.
ID: 9953^6
Opens a mystical portal that teleports your target to The Steppes.
ID: 9954^6
Opens a mystical portal that teleports your entire group to The Steppes.
ID: 9955^6
Opens a mystical portal that teleports you to The Steppes.
ID: 9956^6
Opens a mystical portal that teleports your target to Blightfire Moors.
ID: 9957^6
Opens a mystical portal that teleports your entire group to Blightfire Moors.
ID: 9958^6
Opens a mystical portal that teleports you to Blightfire Moors.
ID: 9959^6
Fills your target with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your target with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 9960^6
Fills your target with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your target with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 9961^6
Fills your target with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your target with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 9962^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 9963^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 9964^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 9965^6
ID: 9966^6
ID: 9967^6
ID: 9968^6
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 9969^6
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 9970^6
Hastens your target's natural healing, regenerating #1 hit points every 6 seconds.
ID: 9971^6
ID: 9972^6
ID: 9973^6
ID: 9974^6
Fills your group with the power of the panther, granting their melee attacks a chance to cause extra damage.
ID: 9975^6
Fills your group with the power of the panther, granting their melee attacks a chance to cause extra damage.
ID: 9976^6
Fills your group with the power of the panther, granting their melee attacks a chance to cause extra damage.
ID: 9977^6
Open the package to reveal the items inside. Contains a Bottle of Adventure II, Bottle of Clarity Pack, Bottle of Alacrity Pack, Bottle of Health Pack, Bottle of Replenishment Pack, Bottle of the Ursine Pack, Bottle of the Avian Pack, and Bottle of the Cetacean Pack.
ID: 9978^6
Open the package to reveal the items inside. Contains a Bottle of Adventure III, Bottle of Clarity Pack, Bottle of Alacrity Pack, Bottle of Health Pack, Bottle of Replenishment Pack, Bottle of the Ursine Pack, Bottle of the Avian Pack, and Bottle of the Cetacean Pack.
ID: 9979^6
Open the package to reveal the items inside. Contains a Ball of Fluffy Cotton, Bottle of Speed, Bottle of Buoyancy, Bottle of Endless Air, Bottle of Ultravision, and Bottle of See Invisible.
ID: 9980^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 9981^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 9982^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 9983^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 9984^6
ID: 9985^6
ID: 9986^6
ID: 9987^6
Bestows upon your pet the form of a chilled skeleton. This effect lasts for %z.
ID: 9988^6
Bestows upon your pet the form of a bleached skeleton. This effect lasts for %z.
ID: 9989^6
Bestows upon your pet the form of a mottled skeleton. This effect lasts for %z.
ID: 9990^6
Bestows upon your pet the form of a specter. This effect lasts for %z.
ID: 9991^6
Bestows upon your pet the form of a zombie. This effect lasts for %z.
ID: 9992^6
Infuses you with the essence of luck. You feel like anything could go your way.
ID: 9993^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 9994^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 9995^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 9996^6
ID: 9997^6
ID: 9998^6
ID: 9999^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to blunt attacks.
ID: 10000^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to blunt attacks.
ID: 10000^30
Movement Tips
ID: 10000^31
ID: 10000^33
Tip
ID: 10001^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to blunt attacks.
ID: 10001^21
Apprentice Mercenaries (Frozen Skeleton)
ID: 10002^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 10002^21
Journeyman Mercenaries (Frozen Skeleton)
ID: 10003^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 10003^21
Master Mercenaries (Frozen Skeleton)
ID: 10004^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 10005^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 10006^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 10007^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 10008^6
ID: 10009^6
ID: 10010^6
ID: 10011^6
Fills your group with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your group with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 10012^6
Fills your group with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your group with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 10013^6
Fills your group with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your group with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 10014^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 10015^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 10016^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 10017^6
Stings your target with the Bixie Queen's poison, causing between #1 and @1 damage.
ID: 10018^6
Stings your target with the Bixie Queen's poison, causing between #1 and @1 damage.
ID: 10019^6
Stings your target with the Bixie Queen's poison, causing between #1 and @1 damage.
ID: 10020^6
ID: 10021^6
ID: 10022^6
ID: 10023^6
ID: 10024^6
ID: 10025^6
ID: 10026^6
Fills your group with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 10027^6
Fills your group with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 10028^6
Fills your group with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 10029^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 10030^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 10031^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 10032^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 10033^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 10034^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 10035^6
ID: 10036^6
ID: 10037^6
ID: 10038^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 10039^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 10040^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 10041^6
ID: 10042^6
Summons your target's corpse to you. This spell works on characters up to level #1. Consumes a pair of tiny jade inlaid coffins when cast.
ID: 10043^6
Summons a cardboard tube ornamentation.
ID: 10044^6
Creates a Wishka's Favor Trinket. This shamanistic trinket can be invoked to protect your group from harm by granting them resistance to poison, disease, and corruption. Due to the concentration required, the ancestral magic of the Wishka's Favor Trinket can only be invoked after a rest interval.
ID: 10045^6
Creates a Wishka's Favor Trinket. This shamanistic trinket can be invoked to protect your group from harm by granting them resistance to poison, disease, and corruption. Due to the concentration required, the ancestral magic of the Wishka's Favor Trinket can only be invoked after a rest interval.
ID: 10046^6
Creates a Wishka's Favor Trinket. This shamanistic trinket can be invoked to protect your group from harm by granting them resistance to poison, disease, and corruption. Due to the concentration required, the ancestral magic of the Wishka's Favor Trinket can only be invoked after a rest interval.
ID: 10047^6
Summons the power of the great tortoise Tortugone, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 10048^6
Summons the power of the great tortoise Tortugone, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 10049^6
Summons the power of the great tortoise Tortugone, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 10050^6
ID: 10051^6
ID: 10052^6
ID: 10053^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 10054^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 10055^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 10056^6
Focuses your group's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 10057^6
Focuses your group's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 10058^6
Focuses your group's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 10059^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 10060^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 10061^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 10062^6
ID: 10063^6
ID: 10064^6
ID: 10065^6
ID: 10066^6
ID: 10067^6
ID: 10068^6
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 10069^6
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 10070^6
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 10071^6
ID: 10072^6
ID: 10073^6
ID: 10074^6
ID: 10075^6
ID: 10076^6
ID: 10077^6
Your target is splashed with mystical water of the potameid that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 10078^6
Your target is splashed with mystical water of the potameid that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 10079^6
Your target is splashed with mystical water of the potameid that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 10080^6
Surrounds your target in a shield of needles that cause damage to anything that strikes them for %z.
ID: 10081^6
Surrounds your target in a shield of needles that cause damage to anything that strikes them for %z.
ID: 10082^6
Surrounds your target in a shield of needles that cause damage to anything that strikes them for %z.
ID: 10083^6
ID: 10084^6
ID: 10085^6
ID: 10086^6
Unleashes a pair of kicks to your target's head, sometimes causing partial memory loss.
ID: 10087^6
Unleashes a pair of kicks to your target's head, sometimes causing partial memory loss.
ID: 10088^6
Unleashes a pair of kicks to your target's head, sometimes causing partial memory loss.
ID: 10089^6
Commands a swarm of wasps to attack your target relentlessly, causing between #1 and @1 damage every 6 seconds for %z.
ID: 10090^6
Commands a swarm of wasps to attack your target relentlessly, causing between #1 and @1 damage every 6 seconds for %z.
ID: 10091^6
Commands a swarm of wasps to attack your target relentlessly, causing between #1 and @1 damage every 6 seconds for %z.
ID: 10092^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 10093^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 10094^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 10095^6
ID: 10096^6
ID: 10097^6
ID: 10098^6
Blesses your group with the strength of the forest stalker, increasing their hit points and attack rating for %z.
ID: 10099^6
Blesses your group with the strength of the forest stalker, increasing their hit points and attack rating for %z.
ID: 10100^6
Blesses your group with the strength of the forest stalker, increasing their hit points and attack rating for %z.
ID: 10101^6
ID: 10101^22
Tier I
ID: 10101^23
Race: Frozen Skeleton
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10102^6
ID: 10102^22
Tier I
ID: 10102^23
Race: Frozen Skeleton
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10103^6
ID: 10103^22
Tier I
ID: 10103^23
Race: Frozen Skeleton
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10104^6
Calls forth a frozen wind to encase your target in ice, doing @1 damage.
ID: 10104^22
Tier II
ID: 10104^23
Race: Frozen Skeleton
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10105^6
Calls forth a frozen wind to encase your target in ice, doing @1 damage.
ID: 10105^22
Tier II
ID: 10105^23
Race: Frozen Skeleton
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10106^6
Calls forth a frozen wind to encase your target in ice, doing @1 damage.
ID: 10106^22
Tier II
ID: 10106^23
Race: Frozen Skeleton
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10107^6
ID: 10107^22
Tier III
ID: 10107^23
Race: Frozen Skeleton
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10108^6
ID: 10108^22
Tier III
ID: 10108^23
Race: Frozen Skeleton
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10109^6
ID: 10109^22
Tier III
ID: 10109^23
Race: Frozen Skeleton
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10110^6
Blankets your target in a drifting fog, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 10110^22
Tier IV
ID: 10110^23
Race: Frozen Skeleton
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10111^6
Blankets your target in a drifting fog, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 10111^22
Tier IV
ID: 10111^23
Race: Frozen Skeleton
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10112^6
Blankets your target in a drifting fog, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 10112^22
Tier IV
ID: 10112^23
Race: Frozen Skeleton
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10113^6
Summons the spirit of the predator to impart your group with an increased attack rating as well as increasing their chance to double attack for up to %z.
ID: 10113^22
Tier V
ID: 10113^23
Race: Frozen Skeleton
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10114^6
Summons the spirit of the predator to impart your group with an increased attack rating as well as increasing their chance to double attack for up to %z.
ID: 10114^22
Tier V
ID: 10114^23
Race: Frozen Skeleton
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10115^6
Summons the spirit of the predator to impart your group with an increased attack rating as well as increasing their chance to double attack for up to %z.
ID: 10115^22
Tier V
ID: 10115^23
Race: Frozen Skeleton
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10116^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 10117^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 10118^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 10119^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 10120^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 10121^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 10122^6
Burns your target's skin with summer's dew, inflicting damage separately from searing heat and a chilling dew splash. Enemies find this spell particularly infuriating.
ID: 10123^6
Burns your target's skin with summer's dew, inflicting damage separately from searing heat and a chilling dew splash. Enemies find this spell particularly infuriating.
ID: 10124^6
Burns your target's skin with summer's dew, inflicting damage separately from searing heat and a chilling dew splash. Enemies find this spell particularly infuriating.
ID: 10125^6
ID: 10126^6
ID: 10127^6
ID: 10128^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 10129^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 10130^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 10131^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 10132^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 10133^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 10134^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 10135^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 10136^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 10137^6
ID: 10138^6
ID: 10139^6
ID: 10140^6
Makes your eyes like those of an owl for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 10141^6
Makes your eyes like those of an owl for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 10142^6
Makes your eyes like those of an owl for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 10146^6
Consumes you with the thrill of the hunt, which grants an increase to your offensive capabilities for a short while if you are the one responsible for the death of a challenging foe.
ID: 10147^6
Consumes you with the thrill of the hunt, which grants an increase to your offensive capabilities for a short while if you are the one responsible for the death of a challenging foe.
ID: 10148^6
Consumes you with the thrill of the hunt, which grants an increase to your offensive capabilities for a short while if you are the one responsible for the death of a challenging foe.
ID: 10149^6
ID: 10150^6
ID: 10151^6
ID: 10152^6
ID: 10153^6
ID: 10154^6
ID: 10155^6
Channels a sacred power, healing your target for between #1 and @1 hit points.
ID: 10156^6
Channels a sacred power, healing your target for between #1 and @1 hit points.
ID: 10157^6
Channels a sacred power, healing your target for between #1 and @1 hit points.
ID: 10158^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 10159^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 10160^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 10161^6
Channels the power of sunlight, healing your target for between #1 and @1 hit points.
ID: 10162^6
Channels the power of sunlight, healing your target for between #1 and @1 hit points.
ID: 10163^6
Channels the power of sunlight, healing your target for between #1 and @1 hit points.
ID: 10164^6
ID: 10165^6
ID: 10166^6
ID: 10167^6
ID: 10168^6
ID: 10169^6
ID: 10170^6
A brief prayer that cleanses corruption from yourself.
ID: 10171^6
A brief prayer that cleanses corruption from yourself.
ID: 10172^6
A brief prayer that cleanses corruption from yourself.
ID: 10173^6
Challenges your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 10174^6
Challenges your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 10175^6
Challenges your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 10176^6
ID: 10177^6
ID: 10178^6
ID: 10179^6
ID: 10180^6
ID: 10181^6
ID: 10182^6
ID: 10183^6
ID: 10184^6
ID: 10185^6
Bathes your target in the light of life, healing #1 hit points.
ID: 10186^6
Bathes your target in the light of life, healing #1 hit points.
ID: 10187^6
Bathes your target in the light of life, healing #1 hit points.
ID: 10188^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1.
ID: 10189^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1.
ID: 10190^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1.
ID: 10191^6
Provides your group with heroic valor, increasing their hit points and armor class for %z.
ID: 10192^6
Provides your group with heroic valor, increasing their hit points and armor class for %z.
ID: 10193^6
Provides your group with heroic valor, increasing their hit points and armor class for %z.
ID: 10194^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 10195^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 10196^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 10197^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 10198^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 10199^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 10200^6
Fills your target's body with pious cleansing light, healing #1 hit points every six seconds for %z.
ID: 10201^6
Fills your target's body with pious cleansing light, healing #1 hit points every six seconds for %z.
ID: 10201^22
Tier I
ID: 10201^23
Race: Frozen Skeleton
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10202^6
Fills your target's body with pious cleansing light, healing #1 hit points every six seconds for %z.
ID: 10202^22
Tier I
ID: 10202^23
Race: Frozen Skeleton
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10203^6
ID: 10203^22
Tier I
ID: 10203^23
Race: Frozen Skeleton
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10204^6
ID: 10204^22
Tier II
ID: 10204^23
Race: Frozen Skeleton
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10205^6
ID: 10205^22
Tier II
ID: 10205^23
Race: Frozen Skeleton
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10206^6
Emanates a wave of Marr's blessing from the caster, healing @1 hit points for everyone in your group.
ID: 10206^22
Tier II
ID: 10206^23
Race: Frozen Skeleton
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10207^6
Emanates a wave of Marr's blessing from the caster, healing @1 hit points for everyone in your group.
ID: 10207^22
Tier III
ID: 10207^23
Race: Frozen Skeleton
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10208^6
Emanates a wave of Marr's blessing from the caster, healing @1 hit points for everyone in your group.
ID: 10208^22
Tier III
ID: 10208^23
Race: Frozen Skeleton
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10209^6
Surrounds your group with the shield of the Underfoot, increasing their hit points for %z.
ID: 10209^22
Tier III
ID: 10209^23
Race: Frozen Skeleton
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10210^6
Surrounds your group with the shield of the Underfoot, increasing their hit points for %z.
ID: 10210^22
Tier IV
ID: 10210^23
Race: Frozen Skeleton
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10211^6
Surrounds your group with the shield of the Underfoot, increasing their hit points for %z.
ID: 10211^22
Tier IV
ID: 10211^23
Race: Frozen Skeleton
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10212^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 10212^22
Tier IV
ID: 10212^23
Race: Frozen Skeleton
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10213^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 10213^22
Tier V
ID: 10213^23
Race: Frozen Skeleton
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10214^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 10214^22
Tier V
ID: 10214^23
Race: Frozen Skeleton
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10215^6
Fills you with a remorseful demeanor that grants extra efficacy to your next two healing spells if you are the one responsible for the death of a challenging foe.
ID: 10215^22
Tier V
ID: 10215^23
Race: Frozen Skeleton
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10216^6
Fills you with a remorseful demeanor that grants extra efficacy to your next two healing spells if you are the one responsible for the death of a challenging foe.
ID: 10217^6
Fills you with a remorseful demeanor that grants extra efficacy to your next two healing spells if you are the one responsible for the death of a challenging foe.
ID: 10218^6
ID: 10219^6
ID: 10220^6
ID: 10221^6
ID: 10222^6
ID: 10223^6
ID: 10224^6
A burst of holy power that inflicts #1 damage to a shade of Zek.
ID: 10225^6
A burst of holy power that inflicts #1 damage to a shade of Zek.
ID: 10226^6
A burst of holy power that inflicts #1 damage to a shade of Zek.
ID: 10227^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 10228^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 10229^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 10230^6
ID: 10231^6
ID: 10232^6
ID: 10233^6
Drains #3 of your target's life energy and transfers it to you every 6 seconds for %z.
ID: 10234^6
Drains #3 of your target's life energy and transfers it to you every 6 seconds for %z.
ID: 10235^6
Drains #3 of your target's life energy and transfers it to you every 6 seconds for %z.
ID: 10236^6
ID: 10237^6
ID: 10238^6
ID: 10239^6
ID: 10240^6
ID: 10241^6
ID: 10242^6
ID: 10243^6
ID: 10244^6
ID: 10245^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 10246^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 10247^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 10248^6
ID: 10249^6
ID: 10250^6
ID: 10251^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 10252^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 10253^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 10254^6
ID: 10255^6
ID: 10256^6
ID: 10257^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 10258^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 10259^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 10260^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 10261^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 10262^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 10263^6
ID: 10264^6
ID: 10265^6
ID: 10266^6
ID: 10267^6
ID: 10268^6
ID: 10269^6
ID: 10270^6
ID: 10271^6
ID: 10272^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every 6 seconds for %z.
ID: 10273^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every 6 seconds for %z.
ID: 10274^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every 6 seconds for %z.
ID: 10275^6
Animates an undead servant. Consumes bone chips when cast.
ID: 10276^6
A burst of decomposition that inflicts #1 damage to plants while feeding you the energy of the decomposition.
ID: 10277^6
A burst of decomposition that inflicts #1 damage to plants while feeding you the energy of the decomposition.
ID: 10278^6
A burst of decomposition that inflicts #1 damage to plants while feeding you the energy of the decomposition.
ID: 10279^6
ID: 10280^6
ID: 10281^6
ID: 10282^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 10283^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 10284^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 10285^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 10286^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 10287^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 10288^6
Hurls a spear of decay at your target, doing #1 damage.
ID: 10289^6
Hurls a spear of decay at your target, doing #1 damage.
ID: 10290^6
Hurls a spear of decay at your target, doing #1 damage.
ID: 10291^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 10292^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 10293^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 10294^6
ID: 10295^6
ID: 10296^6
ID: 10297^6
ID: 10298^6
ID: 10299^6
ID: 10300^6
Covers your body in a protective cloak of corruption for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 10301^6
Covers your body in a protective cloak of corruption for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 10302^6
Covers your body in a protective cloak of corruption for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 10303^6
ID: 10304^6
ID: 10305^6
ID: 10306^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 10307^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 10308^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 10309^6
ID: 10310^6
ID: 10311^6
ID: 10312^6
ID: 10313^6
ID: 10314^6
ID: 10315^6
Fills you with a remorseless demeanor that grants extra efficacy to your next lifetap spell if you are the one responsible for the death of a challenging foe.
ID: 10316^6
Fills you with a remorseless demeanor that grants extra efficacy to your next lifetap spell if you are the one responsible for the death of a challenging foe.
ID: 10317^6
Fills you with a remorseless demeanor that grants extra efficacy to your next lifetap spell if you are the one responsible for the death of a challenging foe.
ID: 10318^6
ID: 10319^6
ID: 10320^6
ID: 10321^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption.
ID: 10322^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption.
ID: 10323^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption.
ID: 10324^6
Fills your target's veins with deadly venom, causing #2 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 10325^6
Fills your target's veins with deadly venom, causing #2 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 10326^6
Fills your target's veins with deadly venom, causing #2 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 10327^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 10328^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 10329^1
Hastened Dirge of the Sleepwalker
ID: 10329^4
This passive ability reduces the time required between uses of your Dirge of the Sleepwalker ability. Each rank reduces this time by 1 minute.
ID: 10329^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 10330^1
Vainglorious Shout
ID: 10330^2
Vainglorious
ID: 10330^3
Shout
ID: 10330^4
With pride in your voice you shout, stunning several of your foes at once, while inflicting slight damage, and reducing their ability to resist spells. Additional ranks increase the damage inflicted and the debuffs applied to the target.
ID: 10330^6
Summons a swift braxi mount.
ID: 10331^1
Lyre Leap
ID: 10331^2
Lyre
ID: 10331^3
Leap
ID: 10331^4
With a shout, you leap forward!
ID: 10331^6
Summons a fast Selyrah Mount.
ID: 10332^1
Domination Mastery
ID: 10332^2
Domination
ID: 10332^3
Mastery
ID: 10332^4
This ability extends the duration of your charm spells by one tick per rank.
ID: 10332^6
Summons a fast Sclera Mount.
ID: 10333^1
Lyrical Prankster
ID: 10333^2
Lyrical
ID: 10333^3
Prankster
ID: 10333^4
When activated this ability will cause your consciousness to shatter and each shard will attack your foe. Additional ranks increase the power of the shards of your consciousness. Ranks 4 through 6 add an additional shard per rank. Ranks 7 through 9 add slightly longer duration to your shards. Ranks 10 through 12 increase the power of the shards.
ID: 10333^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 10334^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 10335^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 10336^1
Selo's Kick
ID: 10336^2
Selo's
ID: 10336^3
Kick
ID: 10336^4
This ability, when activated, will allow you to execute a very suprising attack with your foot. Additional ranks increase the power of your strike.
ID: 10336^6
Imbues your group with the focus of Amilan, providing increased hit points for %z.
ID: 10337^6
Imbues your group with the focus of Amilan, providing increased hit points for %z.
ID: 10338^6
Imbues your group with the focus of Amilan, providing increased hit points for %z.
ID: 10339^1
A Tune Stuck In Your Head
ID: 10339^2
A Tune Stuck
ID: 10339^3
In Your Head
ID: 10339^4
When activated, this ability extends your songs by one tick.
ID: 10339^6
Fills your group with spiritual brawn, increasing their hit points and attack rating for %z.
ID: 10340^1
Stonefoot
ID: 10340^4
Your feet are hardened from years of combat and intense training. Each rank of this ability increases the amount of damage done by your flying kicks.
ID: 10340^6
Fills your group with spiritual brawn, increasing their hit points and attack rating for %z.
ID: 10341^6
Fills your group with spiritual brawn, increasing their hit points and attack rating for %z.
ID: 10342^6
Imbues your pet with the promise of a great heal in %z.
ID: 10343^1
Hastened Stunning Kick
ID: 10343^4
Ranks 1, 2, and 3 lower the reuse time by 5 seconds each. Ranks 4, 5, and 6 then lowers the reuse time on your Stunning Kick by 2 seconds each.
ID: 10343^6
Imbues your pet with the promise of a great heal in %z.
ID: 10344^6
Imbues your pet with the promise of a great heal in %z.
ID: 10345^6
ID: 10346^1
Infusion of Thunder
ID: 10346^2
Infusion
ID: 10346^3
Thunder
ID: 10346^4
This ability grants the monk a chance to inflict extra damage any time he makes a melee attack. Additional ranks increase the damage inflicted.
ID: 10346^6
ID: 10347^6
ID: 10348^1
Chains of Purity
ID: 10348^4
Provides a reduced chance for your root spells to break when an NPC is struck by an attack.
ID: 10348^6
ID: 10349^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating.
ID: 10350^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating.
ID: 10351^1
Projection of Fury
ID: 10351^2
Projection
ID: 10351^3
of Fury
ID: 10351^4
This ability projects an image of yourself which generates intense hatred in its target for a short time. When the image fades, this hatred is transfered to you.
ID: 10351^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating.
ID: 10352^1
Projection of Doom
ID: 10352^2
Projection
ID: 10352^3
of Doom
ID: 10352^4
This ability summons a companion which generates intense hatred in its target for a short time. When the image fades, this hatred is transfered to you.
ID: 10352^6
Fills your warder with the spirit of Lairn increasing their dexterity, as well as providing them a chance to perform a stunning frost attack.
ID: 10353^1
Projection of Piety
ID: 10353^2
Projection
ID: 10353^3
of Piety
ID: 10353^4
This ability summons a companion which generates intense hatred in its target for a short time. When the image fades, this hatred is transfered to you.
ID: 10353^6
Fills your warder with the spirit of Lairn increasing their dexterity, as well as providing them a chance to perform a stunning frost attack.
ID: 10354^1
Gift of Life
ID: 10354^2
Gift of
ID: 10354^3
Life
ID: 10354^4
Grants the Paladin a Divine heal upon whatever target your current enemy is fighting. Additional ranks increase the amount of healing delivered.
ID: 10354^6
Fills your warder with the spirit of Lairn increasing their dexterity, as well as providing them a chance to perform a stunning frost attack.
ID: 10355^1
Blessing of Light
ID: 10355^4
This ability gives you increased damage off of the imbued weapon procs that result from your self buffs. Additional ranks increase the damage inflicted by your procs.
ID: 10355^6
ID: 10356^6
ID: 10357^6
ID: 10358^1
Hastened Divine Intervention
ID: 10358^4
This ability reduces the time required between uses of your Divine Intervention and Divine Intercession spells. Each rank reduces the reuse time by 10 seconds.
ID: 10358^6
Increases your warder's dexterity, as well as providing them a chance to perform a slowing attack.
ID: 10359^6
Increases your warder's dexterity, as well as providing them a chance to perform a slowing attack.
ID: 10360^6
Increases your warder's dexterity, as well as providing them a chance to perform a slowing attack.
ID: 10361^6
ID: 10362^6
ID: 10363^6
ID: 10364^1
Improved Atone
ID: 10364^4
This ability improves the chance for your Atone spell to succeed. Each rank improves your chances by 5%.
ID: 10364^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 10365^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 10366^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 10367^1
Ageless Enmity
ID: 10367^2
Ageless
ID: 10367^3
Enmity
ID: 10367^4
This ability focuses your hatred to a single enemy with unresistable effect. Each rank increases the hate generated.
ID: 10367^6
ID: 10368^1
Cover Tracks
ID: 10368^2
Cover
ID: 10368^3
Tracks
ID: 10368^4
This ability uses your power over magic and nature to cover your tracks and conceal you from pursuit. Each rank decreases the chance you will be seen by 5%.
ID: 10368^6
ID: 10369^6
ID: 10370^1
Spell Casting Subtlety
ID: 10370^4
After training in this ability, NPCs will notice your magical activities 5, 10, and 20 percent less. Additional ranks will further reduce the attention given to you.
ID: 10370^6
Envelops your group in an aura of spiritual enlightenment increasing their mana and hit point regeneration.
ID: 10371^6
Envelops your group in an aura of spiritual enlightenment increasing their mana and hit point regeneration.
ID: 10372^6
Envelops your group in an aura of spiritual enlightenment increasing their mana and hit point regeneration.
ID: 10373^1
Improved Natural Invisibility
ID: 10373^2
Imp Nat
ID: 10373^3
Invisibility
ID: 10373^4
This ability allows your target to quickly disappear from sight for a short time.
ID: 10373^6
Bestows a mammoth-hide guard upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 10374^1
Protection of the Warder
ID: 10374^2
Prot
ID: 10374^3
Warder
ID: 10374^4
This ability, when active, provides you with protection from melee attacks. Additional ranks increase the total amount of damage absorption per hit that you are afforded.
ID: 10374^6
Bestows a mammoth-hide guard upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 10375^6
Bestows a mammoth-hide guard upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 10377^1
Nature's Salve
ID: 10377^2
Nature's
ID: 10377^3
Salve
ID: 10377^4
This ability, when active, cures detrimental effects from your body. Additional ranks increase the potency of the cure.
ID: 10377^6
Summons a lava braxi mount.
ID: 10379^6
Summons a feral warder to aid you in battle.
ID: 10380^1
Focus of Animus
ID: 10380^4
This ability increases the chance that your poison and disease spells will land on your target. Additional ranks increase your chance of success with these spells.
ID: 10380^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 10381^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 10382^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 10383^6
Fills your target with ruthless ferocity, increasing their resistances, attack rating, and stamina.
ID: 10384^6
Fills your target with ruthless ferocity, increasing their resistances, attack rating, and stamina.
ID: 10385^6
Fills your target with ruthless ferocity, increasing their resistances, attack rating, and stamina.
ID: 10386^6
Bites your target with the Empress's fangs, inflicting #1 damage.
ID: 10387^1
Imbued Ferocity
ID: 10387^2
Imbued
ID: 10387^3
Ferocity
ID: 10387^4
This ability when activated causes all melee swings to proc for 12 seconds while lowering the amount of hate generated for your actions.
ID: 10387^6
Bites your target with the Empress's fangs, inflicting #1 damage.
ID: 10388^1
Nature's Reprieve
ID: 10388^4
When below 20% life, you receive a 30% chance for nature to bestow its blessings upon you, healing you and boosting your avoidance slightly. Rank 2 increases this chance to 50%. Rank 3 increases the instant healing as well as healing over time.
ID: 10388^6
Bites your target with the Empress's fangs, inflicting #1 damage.
ID: 10389^1
Extended Trickery
ID: 10389^4
Each rank of this ability extends the use of your Sleight of Hand ability by 30 seconds.
ID: 10389^6
ID: 10390^6
ID: 10391^6
ID: 10392^1
Ageless Enmity
ID: 10392^2
Ageless
ID: 10392^3
Enmity
ID: 10392^4
This ability focuses your hatred to a single enemy with unresistable effect. Each rank increases the hate generated.
ID: 10392^6
Places a guard on your warder that greatly increases its chance to mitigate or completely resist detrimental spells.
ID: 10393^1
Shackles of Tunare
ID: 10393^2
Shackles
ID: 10393^3
Tunare
ID: 10393^4
This ability gives you an alternate version of your Shackles of Tunare spell.
ID: 10393^6
Places a guard on your warder that greatly increases its chance to mitigate or completely resist detrimental spells.
ID: 10394^1
Beacon of the Righteous
ID: 10394^2
Beacon
ID: 10394^3
Righteous
ID: 10394^4
This ability bathes you in beacon of pure light, causing hatred and jealousy in all enemies around you. Additional ranks improve the amount of hate generated.
ID: 10394^6
Places a guard on your warder that greatly increases its chance to mitigate or completely resist detrimental spells.
ID: 10395^1
Bobbing Corpse
ID: 10395^2
Bobbing
ID: 10395^3
Corpse
ID: 10395^4
This ability gives you an alternate version of your Bobbing Corpse spell.
ID: 10396^1
Group Spirit of the White Wolf
ID: 10396^2
Grp Spirit
ID: 10396^3
White Wolf
ID: 10396^4
Through this ability your group is able to assume the form of a white spirit wolf. While in this form, beneficial spells will require less mana and you will be resistant to cold based attacks. Additionally you will have an increased chance to perform critical heals while this effect is active. Additional ranks further reduce the mana used for beneficial spells, increases the resistance to cold based attacks, as well as the critical chance for beneficial spells.
ID: 10397^1
Group Spirit of the Black Wolf
ID: 10397^2
Grp Spirit
ID: 10397^3
Black Wolf
ID: 10397^4
Through this ability your group is able to assume the form of a black spirit wolf. While in this form, your direct damage spells will have a higher chance to score a critical hit and you will be resistant to fire based attacks. Additionally your detrimental spell casting will consume less mana for the duration of this effect. Additional ranks increases your resistance to fire, reduces the amount of mana for this effect, and increases the critical chance for direct damage attacks.
ID: 10400^1
Self Preservation
ID: 10400^2
Self
ID: 10400^3
Preservation
ID: 10400^4
You can, through force of will, remove yourself from combat. The effort required to do so will stun you momentarily. Additional ranks decrease the duration of the stun.
ID: 10401^1
Hastened Frenzy
ID: 10401^4
This ability will reduce the time required between uses of your Battle Frenzy line of abilities.
ID: 10401^6
A whispering song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 10402^6
A whispering song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 10403^6
A whispering song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 10404^1
Extended Havoc
ID: 10404^4
This ability will add one tick per rank to the Cry Havoc ability.
ID: 10404^6
ID: 10405^1
Hastened Deflection Discipline
ID: 10405^4
This ability reduces the time between uses of your Deflection Discipline by 2 minutes per rank.
ID: 10405^6
ID: 10406^6
ID: 10407^6
A great bellow that causes between #1 and @1 damage to your opponent and potentially interrupts their casting.
ID: 10408^6
A great bellow that causes between #1 and @1 damage to your opponent and potentially interrupts their casting.
ID: 10409^6
A great bellow that causes between #1 and @1 damage to your opponent and potentially interrupts their casting.
ID: 10410^1
Rogue Triple Attack Skillup Test
ID: 10410^4
Rogue Triple Attack Skillup Test
ID: 10410^6
ID: 10411^6
ID: 10412^6
ID: 10413^1
Hastened Host of the Elements
ID: 10413^4
This ability reduces the reuse timer of your Host of the Elements ability by 1 minute per rank.
ID: 10413^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 10414^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 10415^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 10416^6
ID: 10417^6
ID: 10418^6
ID: 10419^6
Calls forth the blessing of the goddess Erollisi to regenerate the health and mana of your group.
ID: 10420^6
Calls forth the blessing of the goddess Erollisi to regenerate the health and mana of your group.
ID: 10421^1
Enhanced Wall of Wind
ID: 10421^4
This ability enhances the effectiveness of Wall of Wind. Movement rates are decreased by 10 percent per rank.
ID: 10421^6
Calls forth the blessing of the goddess Erollisi to regenerate the health and mana of your group.
ID: 10422^6
ID: 10423^6
ID: 10424^1
Hand of Ro
ID: 10424^2
Hand
ID: 10424^3
of Ro
ID: 10424^4
This ability provides an alternate version of your Hand of Ro spell.
ID: 10424^6
ID: 10425^1
Fixation of Ro
ID: 10425^2
Fixation
ID: 10425^3
of Ro
ID: 10425^4
This ability provides an alternate version of your Fixation of Ro spell.
ID: 10425^6
Shields your group, converting incoming damage taken into mana loss.
ID: 10426^1
Peaceful Spirit of the Wood
ID: 10426^2
Peace Spirit
ID: 10426^3
of Wood
ID: 10426^4
For a brief time, you are able to commune with the woodland spirits who provide your party with exceptional regenerative abilities and a protective shield of armor.
ID: 10426^6
Shields your group, converting incoming damage taken into mana loss.
ID: 10427^1
Peaceful Convergence of Spirits
ID: 10427^2
Peace Conv
ID: 10427^3
of Spirits
ID: 10427^4
This ability gives you an alternate, yet peaceful form of Convergence of Spirits. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration.
ID: 10427^6
Shields your group, converting incoming damage taken into mana loss.
ID: 10428^6
ID: 10429^6
ID: 10430^6
ID: 10431^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 10432^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 10433^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 10434^1
Quickened Army of the Dead
ID: 10434^4
This passive ability reduces the cast time of your Army of the Dead ability by .5 seconds per rank.
ID: 10434^6
A single suspended note that protects your target from nearly all harm for a short time.
ID: 10435^6
A single suspended note that protects your target from nearly all harm for a short time.
ID: 10436^6
A single suspended note that protects your target from nearly all harm for a short time.
ID: 10437^6
Covers your group in crystal scales, granting them protection from melee and spell attacks.
ID: 10438^6
Covers your group in crystal scales, granting them protection from melee and spell attacks.
ID: 10439^6
Covers your group in crystal scales, granting them protection from melee and spell attacks.
ID: 10440^6
This energizing psalm increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 10441^6
This energizing psalm increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 10442^6
This energizing psalm increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 10443^6
Calls forth the blessing of the goddess Erollisi to regenerate the health and mana of nearby allies.
ID: 10444^6
Calls forth the blessing of the goddess Erollisi to regenerate the health and mana of nearby allies.
ID: 10445^6
Calls forth the blessing of the goddess Erollisi to regenerate the health and mana of nearby allies.
ID: 10446^6
This purifying tune slowly removes the corruption from your target's system.
ID: 10447^6
This purifying tune slowly removes the corruption from your target's system.
ID: 10448^6
This purifying tune slowly removes the corruption from your target's system.
ID: 10449^6
A bewitching melody that charms the target, allowing you to command it.
ID: 10450^1
Healing Frenzy
ID: 10450^2
Healing
ID: 10450^3
Frenzy
ID: 10450^4
This ability will cause you to score a critical heal for each heal you cast for a short time but at the cost of additional mana. As you gain ranks your mana penalty will shrink.
ID: 10450^6
A bewitching melody that charms the target, allowing you to command it.
ID: 10451^6
A bewitching melody that charms the target, allowing you to command it.
ID: 10452^6
ID: 10453^1
Overpowering Strikes
ID: 10453^4
This passive ability increases your chances of landing a stun. Each rank adds one percent to your chance to land a stun. Each rank also increases the chances that bash will stun your enemy.
ID: 10453^6
ID: 10454^6
ID: 10455^6
Despite its discordant nature, this song causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 10456^1
Quickened Blessing of Ressurection
ID: 10456^4
This passive ability reduces the cast time of your Blessing of Resurrection ability by .5 seconds per rank.
ID: 10456^6
Despite its discordant nature, this song causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 10457^6
Despite its discordant nature, this song causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 10458^6
The staccato rhythms of this beat help shield your group from the effects of corruption.
ID: 10459^1
Hastened Atonement
ID: 10459^4
This passive ability reduces the recast timer on your Atone spell by 3, 6 and 10 seconds in three ranks.
ID: 10459^6
The staccato rhythms of this beat help shield your group from the effects of corruption.
ID: 10460^6
The staccato rhythms of this beat help shield your group from the effects of corruption.
ID: 10461^6
When Veshma's song builds to a crescendo it awakens the senses of your group members, invigorating both their minds and bodies.
ID: 10462^1
Improved Sanctuary
ID: 10462^2
Improved
ID: 10462^3
Sanctuary
ID: 10462^4
This is a faster casting version of your Sanctuary ability.
ID: 10462^6
When Veshma's song builds to a crescendo it awakens the senses of your group members, invigorating both their minds and bodies.
ID: 10463^1
Blessing of Sanctuary
ID: 10463^2
Blessing
ID: 10463^3
Sanctuary
ID: 10463^4
While your target is under the effects of this ability, creatures will choose to attack someone else before your target. Your target may cast spells upon themselves, but the sanctuary effect immediately ends if your target takes any hostile action or casts upon another player.
ID: 10463^6
When Veshma's song builds to a crescendo it awakens the senses of your group members, invigorating both their minds and bodies.
ID: 10464^1
Hastened Celestial Hammer
ID: 10464^4
This passive ability will reduce the reuse time of your Celestial Hammer ability by two minutes per rank.
ID: 10464^6
ID: 10465^6
ID: 10466^6
ID: 10467^6
A dark dirge that causes between #1 and @1 damage to all enemies in an area around your target.
ID: 10468^6
A dark dirge that causes between #1 and @1 damage to all enemies in an area around your target.
ID: 10469^6
A dark dirge that causes between #1 and @1 damage to all enemies in an area around your target.
ID: 10470^1
Quickened Turn Undead
ID: 10470^4
This passive ability reduces the time required to cast Turn Undead by 10% per rank.
ID: 10470^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 10471^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 10472^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 10473^6
ID: 10474^6
ID: 10475^6
ID: 10476^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 10477^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 10478^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 10479^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 10480^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 10481^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 10482^6
Afflicts your target with a hungry toxin that will cause @1 damage. The venom will attempt to absorb energy from the creatures that can sometimes be controlled to give a temporary increase to the power of your duration damage spells. However, there is also a chance that the energy will backfire and cause the power of your damage over time spells to drop for a short time.
ID: 10483^6
Afflicts your target with a hungry toxin that will cause @1 damage. The venom will attempt to absorb energy from the creatures that can sometimes be controlled to give a temporary increase to the power of your duration damage spells. However, there is also a chance that the energy will backfire and cause the power of your damage over time spells to drop for a short time.
ID: 10484^6
Afflicts your target with a hungry toxin that will cause @1 damage. The venom will attempt to absorb energy from the creatures that can sometimes be controlled to give a temporary increase to the power of your duration damage spells. However, there is also a chance that the energy will backfire and cause the power of your damage over time spells to drop for a short time.
ID: 10485^6
ID: 10486^6
ID: 10487^6
ID: 10488^6
Drains a plant or animal target of life energy, siphoning between #2 and @2 hit points, with the chance to create a life shard.
ID: 10489^6
Drains a plant or animal target of life energy, siphoning between #2 and @2 hit points, with the chance to create a life shard.
ID: 10490^6
Drains a plant or animal target of life energy, siphoning between #2 and @2 hit points, with the chance to create a life shard.
ID: 10491^6
Heals you with lifeshard energy for up to #1 hit points.
ID: 10492^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 10493^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 10494^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 10495^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 10496^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 10497^6
ID: 10498^6
ID: 10499^6
ID: 10500^1
Spirit of Eagle
ID: 10500^2
Spirit
ID: 10500^3
Eagle
ID: 10500^4
This ability gives you an activated version of your Spirit of Eagle spell.
ID: 10500^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 10501^1
Flight of Eagles
ID: 10501^2
Flight
ID: 10501^3
Eagles
ID: 10501^4
This ability gives you an activated version of your Flight of Eagles spell.
ID: 10501^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 10502^1
Egress
ID: 10502^2
Egress
ID: 10502^3
ID: 10502^4
This ability gives you an activated version of your Egress spell.
ID: 10502^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 10503^1
Spirits of Nature
ID: 10503^2
Sprits
ID: 10503^3
Nature
ID: 10503^4
This ability, when activated, summons the spirits of nature to your side to aid in your battle. Additional ranks increase the power of the spirits you call.
ID: 10503^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 10504^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 10505^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 10506^1
Wall of Wind
ID: 10506^2
Wall of
ID: 10506^3
Wind
ID: 10506^4
This ability will summon a wall of wind that hurtles outward from your location. Any enemies struck by this wall of wind will be knocked backwards and hobbled for a time. Additional ranks increase the power of your wall of wind.
ID: 10506^6
Infuses a corpse with a spirit of torment that will do your bidding. Consumes bone chips when cast.
ID: 10507^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 10508^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 10509^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 10510^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 10511^1
Hastened Spirit of the Wood
ID: 10511^4
This passive ability reduces the reuse time on your Spirit of the Wood ability by one minute per rank.
ID: 10511^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 10512^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 10513^6
ID: 10514^1
Hastened Convergence of Spirits
ID: 10514^4
This passive ability reduces the reuse time on your Convergence of Spirit ability by one minute per rank.
ID: 10514^6
ID: 10515^6
ID: 10516^6
Sickens your target, lowering their resistance to poison and disease for %z, while also increasing the damage they will take from disease-based spells for %z.
ID: 10517^6
Sickens your target, lowering their resistance to poison and disease for %z, while also increasing the damage they will take from disease-based spells for %z.
ID: 10518^6
Sickens your target, lowering their resistance to poison and disease for %z, while also increasing the damage they will take from disease-based spells for %z.
ID: 10519^1
Hastened Projection of Fury
ID: 10519^4
This passive ability reduces the time required between uses of your Projection of Fury ability. Each rank reduces the timer by 1 minute.
ID: 10519^6
Summons an embracing darkness that binds your target's feet, decreasing their movement rate, and doing between #1 and @1 damage every six seconds for %z.
ID: 10520^6
Summons an embracing darkness that binds your target's feet, decreasing their movement rate, and doing between #1 and @1 damage every six seconds for %z.
ID: 10521^6
Summons an embracing darkness that binds your target's feet, decreasing their movement rate, and doing between #1 and @1 damage every six seconds for %z.
ID: 10522^1
Hastened Gut Punch
ID: 10522^4
Each rank of this passive ability reduces the time required between uses of your Gut Punch ability by 2 seconds.
ID: 10522^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1. Requires but does not consume a lifeshard when cast.
ID: 10523^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1. Requires but does not consume a lifeshard when cast.
ID: 10524^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1. Requires but does not consume a lifeshard when cast.
ID: 10525^6
Bestows upon your pet the form of a charred skeleton. This effect lasts for %z.
ID: 10526^6
Bestows upon your pet the form of a specter. This effect lasts for %z.
ID: 10527^1
Hastened First Spire of the Warlord
ID: 10527^4
This passive ability reduces the time required between uses of your First Spire of the Warlord. Each rank reduces the time required by 30 seconds.
ID: 10527^6
Bestows upon your pet the form of a zombie. This effect lasts for %z.
ID: 10528^6
Protects your minion within a shimmering ghostly shell, which helps it to avoid melee attacks. After a certain number of attacks are made against your minion, the spectral guard will fade.
ID: 10529^6
Protects your minion within a shimmering ghostly shell, which helps it to avoid melee attacks. After a certain number of attacks are made against your minion, the spectral guard will fade.
ID: 10530^6
Protects your minion within a shimmering ghostly shell, which helps it to avoid melee attacks. After a certain number of attacks are made against your minion, the spectral guard will fade.
ID: 10531^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 10532^1
Hastened Second Spire of the Warlord
ID: 10532^4
This passive ability reduces the time required between uses of your Second Spire of the Warlord. Each rank reduces the time required by 30 seconds.
ID: 10532^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 10533^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 10534^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to @1.
ID: 10535^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to @1.
ID: 10536^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to @1.
ID: 10537^1
Hastened Third Spire of the Warlord
ID: 10537^4
This passive ability reduces the time required between uses of your Third Spire of the Warlord. Each rank reduces the time required by 30 seconds.
ID: 10537^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 10538^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 10539^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 10540^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 10541^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 10542^1
Willing Covenant
ID: 10542^4
This passive ability grants a small increase in healing effects for Promised Heals. Each rank increases the healing effects by 5 percent.
ID: 10542^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 10543^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 10544^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 10545^1
Warlord's Resurgence
ID: 10545^2
Warlord's
ID: 10545^3
Resurgence
ID: 10545^4
This ability summons regenerative energies to flow through your body increasing healing by 300 hp per tick for up to 3 minutes.
ID: 10545^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 10546^1
Warlord's Fury
ID: 10546^2
Warlord's
ID: 10546^3
Fury
ID: 10546^4
This ability greatly increases the hate generation in your attacks for up to 2 minutes.
ID: 10546^6
Saps the vital force from a targeted plant, causing #1 damage every six seconds for %z. This spell may create a life shard.
ID: 10547^1
Surge of the Vanquisher
ID: 10547^4
Upon delivering the killing blow to your enemy, your focus in battle improves increasing your attack power for up to 18 seconds.
ID: 10547^6
Saps the vital force from a targeted plant, causing #1 damage every six seconds for %z. This spell may create a life shard.
ID: 10548^1
Improved Shield Specialist
ID: 10548^4
As long as a shield is equipped, each rank of Improved Shield Specialist confers a bonus to the amount of hate you generate as well as an increased proc rate for attacks made by a weapon held in the primary hand. Requires maximum rank in Shield Specialist.
ID: 10548^6
Saps the vital force from a targeted plant, causing #1 damage every six seconds for %z. This spell may create a life shard.
ID: 10549^6
ID: 10550^1
Beam of Slumber
ID: 10550^2
Beam of
ID: 10550^3
Slumber
ID: 10550^4
This ability flings a beam of slumber out from you and will mezmerise up to eight enemies. Rank 2 will mezmerise targets up to level 93. Rank 3 will mezmerise targets up to level 98. Rank 4 will mezmerize targets up to level 103. Rank 5 will mezmerize targets up to level 108.
ID: 10550^6
Reduces the chance that spell reagents will be consumed by up to $1 percent. This bonus will decay on spells over level #2.
ID: 10551^1
Phantasmic Reflex
ID: 10551^4
This passive ability grants you a chance to cover yourself with a protective rune when you cast a mesmerization spell on a target. Additional ranks increase the protective power of the rune.
ID: 10551^6
ID: 10552^6
ID: 10553^6
ID: 10554^6
ID: 10555^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 10556^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 10557^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 10558^1
Hastened Self Stasis
ID: 10558^4
This passive ability reduces the reuse timer on your Self Stasis ability by one minute per rank.
ID: 10558^6
You see the world from the otherside, slowly draining your hit points while regenerating your mana.
ID: 10559^6
You see the world from the otherside, slowly draining your hit points while regenerating your mana.
ID: 10560^6
You see the world from the otherside, slowly draining your hit points while regenerating your mana.
ID: 10561^1
Forceful Banishment
ID: 10561^4
This passive ability improves your chance of banishing your enemies when you use your Beguiler's Banishment abilities. Additional ranks further improve your success rates.
ID: 10561^6
Inspires a spirit of pestilence to inhabit a corpse to do your bidding. Consumes bone chips when cast.
ID: 10562^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 10563^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 10564^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 10565^6
A burst of retribution that inflicts #1 damage to an undead target.
ID: 10566^6
A burst of retribution that inflicts #1 damage to an undead target.
ID: 10567^6
A burst of retribution that inflicts #1 damage to an undead target.
ID: 10568^6
ID: 10569^6
ID: 10570^6
ID: 10571^6
ID: 10572^6
ID: 10573^6
ID: 10574^6
ID: 10577^6
Smashes your target's mental focus, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 10578^6
Smashes your target's mental focus, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 10579^1
Hastened Blast of Anger
ID: 10579^4
This passive ability reduces the time required between uses of your Blast of Anger ability by 10 seconds per rank.
ID: 10579^6
Smashes your target's mental focus, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 10580^6
Covers you in draconic runes that absorb damage.
ID: 10581^6
Covers you in draconic runes that absorb damage.
ID: 10582^1
Hastened Furious Leap
ID: 10582^4
This passive ability reduces the time required between uses of your Furious Leap ability by 10 seconds per rank.
ID: 10582^6
Covers you in draconic runes that absorb damage.
ID: 10583^6
Surrounds you with a shield arcane power, increasing your hit points, armor class, and magic resistance.
ID: 10584^6
Surrounds you with a shield arcane power, increasing your hit points, armor class, and magic resistance.
ID: 10585^6
Surrounds you with a shield arcane power, increasing your hit points, armor class, and magic resistance.
ID: 10586^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 10587^6
ID: 10588^1
Hastened Grappling Strike
ID: 10588^4
This passive ability reduces the time required between uses of your Grappling Strike ability by 2 seconds per rank.
ID: 10588^6
ID: 10589^6
ID: 10590^6
Locks you in place with magical icy shackles.
ID: 10591^6
Locks you in place with magical icy shackles.
ID: 10592^6
Locks you in place with magical icy shackles.
ID: 10593^6
ID: 10594^6
ID: 10595^6
ID: 10596^6
Covers your target in the runes of Ellowind, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 10597^6
Covers your target in the runes of Ellowind, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 10598^6
Covers your target in the runes of Ellowind, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 10599^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 10600^1
Force of Elements
ID: 10600^2
Force
ID: 10600^3
of Elem
ID: 10600^4
This ability grants you a direct damage capability using the power of the elements as a weapon. Additional ranks increase the power of your strike.
ID: 10600^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 10601^1
Aspect of Zomm
ID: 10601^2
Aspect
ID: 10601^3
of Zomm
ID: 10601^4
This ability gives you an alternate version of your Aspect of Zomm spell.
ID: 10601^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 10602^6
Fills your target with the energy of Ellowind, increasing their attack speed, agility, dexterity, and attack rating.
ID: 10603^6
Fills your target with the energy of Ellowind, increasing their attack speed, agility, dexterity, and attack rating.
ID: 10604^6
Fills your target with the energy of Ellowind, increasing their attack speed, agility, dexterity, and attack rating.
ID: 10605^6
Cloaks you in a shimmering illusion that makes you appear to be a Drakkin.
ID: 10606^6
Cloaks you in a shimmering illusion that makes you appear to be a Drakkin.
ID: 10607^6
Cloaks you in a shimmering illusion that makes you appear to be a Drakkin.
ID: 10608^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 10609^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 10610^1
Extended Shared Health
ID: 10610^4
This passive ability increases the range of your Shared Health ability by 25% per rank.
ID: 10610^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 10611^6
ID: 10612^6
ID: 10613^6
ID: 10614^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 10615^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 10616^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 10617^6
Gives your target special intuition, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 10618^6
Gives your target special intuition, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 10619^6
Gives your target special intuition, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 10620^6
Places the Aegis of Alendar on your target. The aegis absorbs a set amount of magical damage before dissipating. Consumes a peridot when cast.
ID: 10621^6
Places the Aegis of Alendar on your target. The aegis absorbs a set amount of magical damage before dissipating. Consumes a peridot when cast.
ID: 10622^6
Places the Aegis of Alendar on your target. The aegis absorbs a set amount of magical damage before dissipating. Consumes a peridot when cast.
ID: 10623^6
Strikes your target with a chaotic burst of mental energy and colorful, searing light, causing between #1 and @1 damage.
ID: 10624^6
Strikes your target with a chaotic burst of mental energy and colorful, searing light, causing between #1 and @1 damage.
ID: 10625^6
Strikes your target with a chaotic burst of mental energy and colorful, searing light, causing between #1 and @1 damage.
ID: 10626^6
ID: 10627^1
Furious Refrain
ID: 10627^4
This ability gives you the chance to automatically perform a bonus attack when you riposte.
ID: 10627^6
ID: 10628^6
ID: 10629^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a small chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 10630^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a small chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 10631^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a small chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 10632^6
ID: 10633^6
ID: 10634^6
ID: 10635^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 10636^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 10637^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 10638^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 10639^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 10640^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 10641^6
Fills your body with warm power and turns your skin to stone. This skin absorbs damage.
ID: 10642^6
Fills your body with warm power and turns your skin to stone. This skin absorbs damage.
ID: 10643^6
Fills your body with warm power and turns your skin to stone. This skin absorbs damage.
ID: 10644^6
Suddenly causes all colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 10645^6
Suddenly causes all colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 10646^6
Suddenly causes all colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 10647^6
Causes your opponent to become confused for up to %z. This spell works on creatures up to level @1.
ID: 10648^6
Causes your opponent to become confused for up to %z. This spell works on creatures up to level @1.
ID: 10649^6
Causes your opponent to become confused for up to %z. This spell works on creatures up to level @1.
ID: 10650^1
Agile Feet
ID: 10650^4
This passive ability grants you an improved innate chance to resist attacks that would slow your feet and impeed your movement rate. Additional ranks increase your chance to resist.
ID: 10650^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 10651^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 10652^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 10653^1
Hastened Defensive Poses
ID: 10653^4
This passive ability reduces the reuse timer on your Whirlwind Discipline and Voiddance Discipline by two minute per rank.
ID: 10653^6
Places the will of Alendar on your group, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 10654^6
Places the will of Alendar on your group, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 10655^6
Places the will of Alendar on your group, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 10656^1
Extended Impenetrable Discipline
ID: 10656^4
Each rank of this passive ability increases the duration of your Impenetrable Discipline by one tick.
ID: 10656^6
Infiltrates your target's mind with compelling whispers, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 10657^1
Hastened Destructive Force
ID: 10657^4
This passive ability reduces the reuse timer on your Destructive Force ability. Each rank further reduces the reuse timer by 3 minutes.
ID: 10657^6
Infiltrates your target's mind with compelling whispers, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 10658^6
Infiltrates your target's mind with compelling whispers, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 10659^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 10660^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 10661^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 10662^6
Gives your group insight, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 10663^6
Gives your group insight, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 10664^6
Gives your group insight, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 10665^6
ID: 10666^1
Mending of Body and Soul
ID: 10666^4
This ability reduces the time required between uses of your Purify Body ability by 3 minutes per rank.
ID: 10666^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 10667^6
ID: 10668^6
ID: 10669^6
ID: 10670^6
ID: 10671^6
ID: 10672^6
ID: 10673^6
ID: 10674^6
Places a multi-colored, shifting pattern of runes around you that absorbs an amount of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 10675^6
Places a multi-colored, shifting pattern of runes around you that absorbs an amount of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 10676^6
Places a multi-colored, shifting pattern of runes around you that absorbs an amount of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 10677^6
ID: 10678^6
ID: 10679^6
ID: 10683^6
ID: 10684^6
Covers your target in a thin layer of magma, damaging any creatures that strike them.
ID: 10685^6
Covers your target in a thin layer of magma, damaging any creatures that strike them.
ID: 10686^6
Covers your target in a thin layer of magma, damaging any creatures that strike them.
ID: 10687^6
ID: 10688^6
Summons a sliver of elemental ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 10689^6
Summons a sliver of elemental ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 10690^6
Summons a sliver of elemental ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 10691^6
ID: 10692^6
Surrounds your body in a shield of magical energy, increasing your hit points, armor class, and magic resistance.
ID: 10693^6
Surrounds your body in a shield of magical energy, increasing your hit points, armor class, and magic resistance.
ID: 10694^6
Surrounds your body in a shield of magical energy, increasing your hit points, armor class, and magic resistance.
ID: 10695^6
Summons the very essence of air into a living form to aid you in battle.
ID: 10696^6
Burns your target with a bolt of molten iron and magma, causing between #1 and @1 damage.
ID: 10697^6
Burns your target with a bolt of molten iron and magma, causing between #1 and @1 damage.
ID: 10698^6
Burns your target with a bolt of molten iron and magma, causing between #1 and @1 damage.
ID: 10699^6
ID: 10700^1
Levant
ID: 10700^2
Levant
ID: 10700^3
ID: 10700^4
This ability provides an alternate version of your Levant spell.
ID: 10700^6
Summons a Wand of Elemental Transvergance with the power to turn life energy into mana.
ID: 10701^1
Reluctant Benevolence
ID: 10701^2
Reluct
ID: 10701^3
Benev
ID: 10701^4
A Necromancer may, at times, find it necessary to share the life stolen from a victim with members of the Necromancer's party, but this act of benevolance is only ever done with reluctance. Additional ranks increase the power of the heal that might be triggered by your lifetap skills. This ability only works on spells level 75 and above.
ID: 10701^6
Causes you to experience an elemental transvergance, decreasing your hit points by #1 and raising your mana by #2.
ID: 10702^6
Summons forth the elements in the form of armor for summoned creatures.
ID: 10703^6
ID: 10704^6
Summons forth the elements in the form of weapons for summoned creatures.
ID: 10705^6
Conjures melted iron and magma to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 10706^6
Conjures melted iron and magma to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 10707^6
Conjures melted iron and magma to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 10708^6
Summons the very essence of water into a living form to aid you in battle.
ID: 10709^6
ID: 10710^6
Focuses mana into the form of Muzzle of Mowcha, an item that increases your pet's attack speed and offensive abilities.
ID: 10711^1
Valorous Rage
ID: 10711^2
Valor
ID: 10711^3
Rage
ID: 10711^4
When activated, this ability grants you increased critical damage at the expense of severely crippling your ability to heal. Each rank increases the critical damage.
ID: 10711^6
ID: 10712^6
Covers you in a phantasmal shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 10713^6
Covers you in a phantasmal shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 10714^1
Hastened Group Guardian of the Forest
ID: 10714^4
This passive ability reduces the time required between uses of Group Guardian of the Forest by 10 percent per rank.
ID: 10714^6
Covers you in a phantasmal shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 10715^6
Summons a full set of focus jewelry in a phantom satchel.
ID: 10716^6
Conjures a shock of shining silver steel that assaults your target, causing between #1 and @1 damage.
ID: 10717^6
Conjures a shock of shining silver steel that assaults your target, causing between #1 and @1 damage.
ID: 10718^6
Conjures a shock of shining silver steel that assaults your target, causing between #1 and @1 damage.
ID: 10719^1
Hastened Outrider's Attack
ID: 10719^4
This passive ability reduces the time required between uses of Outrider's Attack by 10 percent per rank.
ID: 10719^6
Summons the very essence of fire into a living form to aid you in battle.
ID: 10720^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 10721^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 10722^1
Hastened Protection of the Spirit Wolf
ID: 10722^4
This passive ability reduces the time required between uses of Protection of the Spirit Wolf by 2 minutes per rank.
ID: 10722^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 10723^6
Has a #1 percent chance to cast Concussive Flames, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 10724^6
Has a #1 percent chance to cast Concussive Flames, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 10725^6
Has a #1 percent chance to cast Concussive Flames, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 10726^6
Allows your pet to adopt a granite stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 10727^1
Hastened Imbued Ferocity
ID: 10727^4
This passive ability reduces the time required between uses of Imbued Ferocity by 2 minutes per rank.
ID: 10727^6
Allows your pet to adopt a granite stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 10728^6
Allows your pet to adopt a granite stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 10729^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 10730^1
Hastened Harmonious Arrow
ID: 10730^4
This passive ability reduces the time required between uses of Harmonious Arrow by 10 seconds per rank.
ID: 10730^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 10731^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 10732^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 10733^1
Hastened Entrap
ID: 10733^4
This passive ability reduces the time required between uses of Entrap by 1 second per rank.
ID: 10733^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 10734^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 10735^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 10736^1
Poison Arrows
ID: 10736^2
Poison
ID: 10736^3
Arrows
ID: 10736^4
While activated, this ability consumes your mana to imbue your arrows with poison that cause debilitating pain upon your opponent for a short time.
ID: 10736^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 10737^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 10738^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 10739^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 10740^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 10741^6
Gives your pet the Aegis of Calliav, absorbing up to @1 damage from the next #1 melee strikes or direct damage spells before dissipating.
ID: 10742^6
Gives your pet the Aegis of Calliav, absorbing up to @1 damage from the next #1 melee strikes or direct damage spells before dissipating.
ID: 10743^6
Gives your pet the Aegis of Calliav, absorbing up to @1 damage from the next #1 melee strikes or direct damage spells before dissipating.
ID: 10744^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 10745^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 10746^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 10747^6
Covers your nearby group members in a thin layer of magma, damaging any creatures that strike them.
ID: 10748^6
Covers your nearby group members in a thin layer of magma, damaging any creatures that strike them.
ID: 10749^6
Covers your nearby group members in a thin layer of magma, damaging any creatures that strike them.
ID: 10750^6
Calls a flurry of thunder and lightning that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 10751^6
Calls a flurry of thunder and lightning that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 10752^1
Bestow Divine Aura
ID: 10752^2
Bestow
ID: 10752^3
Div Aura
ID: 10752^4
This ability allows you to surround your target in a Divine Aura.
ID: 10752^6
Calls a flurry of thunder and lightning that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 10753^1
Blessing of Purification
ID: 10753^2
Blessing
ID: 10753^3
Purification
ID: 10753^4
A paladin is pure not just in mind, but in body as well. This ability allows paladins to remove harmful maladies from their targets.
ID: 10753^6
Summons the very essence of earth into a living form to aid you in battle.
ID: 10754^1
Sense the Dead
ID: 10754^2
Sense
ID: 10754^3
Dead
ID: 10754^4
This ability gives you an alternate version of your Sense the Dead spell.
ID: 10754^6
Strikes your target with a bolt of focused elemental fire, causing @1 damage. The force of this fire can sometimes be harnessed to greatly increase the damage of your next direct damage spell. However, the fire can sometimes backfire and cause your direct damage spells to do much less damage for a short time.
ID: 10755^6
Strikes your target with a bolt of focused elemental fire, causing @1 damage. The force of this fire can sometimes be harnessed to greatly increase the damage of your next direct damage spell. However, the fire can sometimes backfire and cause your direct damage spells to do much less damage for a short time.
ID: 10756^6
Strikes your target with a bolt of focused elemental fire, causing @1 damage. The force of this fire can sometimes be harnessed to greatly increase the damage of your next direct damage spell. However, the fire can sometimes backfire and cause your direct damage spells to do much less damage for a short time.
ID: 10757^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 10758^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 10759^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 10760^6
ID: 10761^6
ID: 10762^6
ID: 10763^6
Places a rod of elemental transvergence in the hands of all nearby allies.
ID: 10764^6
Places a rod of elemental transvergence in the hands of all nearby allies.
ID: 10765^6
Places a rod of elemental transvergence in the hands of all nearby allies.
ID: 10766^6
Places your pet into a stance that prevents movement, but bestows a damage shield, a mana shield that will protect it from harm, and allows the pet to regenerate mana more quickly. This enhancement will only work on fire-based pets summoned between levels 52 and 73.
ID: 10767^6
Places your pet into a stance that prevents movement, but bestows a damage shield, a mana shield that will protect it from harm, and allows the pet to regenerate mana more quickly. This enhancement will only work on fire-based pets summoned between levels 52 and 73.
ID: 10768^6
Places your pet into a stance that prevents movement, but bestows a damage shield, a mana shield that will protect it from harm, and allows the pet to regenerate mana more quickly. This enhancement will only work on fire-based pets summoned between levels 52 and 73.
ID: 10769^6
Conjures a pet in the form of a local monster to aid you in battle.
ID: 10770^6
Covers your target in deadly rime, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 10771^6
Covers your target in deadly rime, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 10772^6
Covers your target in deadly rime, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 10773^6
Surrounds you with a sparkling magical shield, increasing your hit points, armor class, and magic resistance.
ID: 10774^6
Surrounds you with a sparkling magical shield, increasing your hit points, armor class, and magic resistance.
ID: 10775^6
Surrounds you with a sparkling magical shield, increasing your hit points, armor class, and magic resistance.
ID: 10776^6
Huge drops of boiling lava fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 10777^6
Huge drops of boiling lava fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 10778^6
Huge drops of boiling lava fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 10779^6
ID: 10780^6
ID: 10781^6
ID: 10782^6
Shocks the mind of your target, causing them to forget some of the harm you have done to them. This spell has a high chance to bestow a Concussive effect to your spellcasting that will greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 10783^6
Shocks the mind of your target, causing them to forget some of the harm you have done to them. This spell has a high chance to bestow a Concussive effect to your spellcasting that will greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 10784^6
Shocks the mind of your target, causing them to forget some of the harm you have done to them. This spell has a high chance to bestow a Concussive effect to your spellcasting that will greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 10785^6
ID: 10786^6
ID: 10787^6
ID: 10788^6
Summons the blazing power of Magmaraug to surround you in flames, causing between #1 and @1 damage to all nearby creatures.
ID: 10789^1
Blessing of Ro
ID: 10789^2
Blessing
ID: 10789^3
of Ro
ID: 10789^4
This ability combines the effects of Hand of Ro and Fixation of Ro into a single new ability.
ID: 10789^6
Summons the blazing power of Magmaraug to surround you in flames, causing between #1 and @1 damage to all nearby creatures.
ID: 10790^6
Summons the blazing power of Magmaraug to surround you in flames, causing between #1 and @1 damage to all nearby creatures.
ID: 10791^6
ID: 10792^1
Extended Wild Growth
ID: 10792^4
This passive ability extends the duration of Wild Growth by 1 tick per rank.
ID: 10792^6
You focus in pure concentration to absorb some of the energy from your surroundings.
ID: 10793^6
You focus in pure concentration to absorb some of the energy from your surroundings.
ID: 10794^6
You focus in pure concentration to absorb some of the energy from your surroundings.
ID: 10795^6
ID: 10796^6
ID: 10797^1
Hastened Call of the Wild
ID: 10797^4
This passive ability reduces the reuse time of Call of the Wild by 60 seconds per rank.
ID: 10797^6
ID: 10798^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 10799^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 10800^1
Hastened Auspice of the Hunter
ID: 10800^4
This passive ability reduces the reuse timer of your Auspice of the Hunter ability by one minute per rank.
ID: 10800^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 10801^6
ID: 10802^6
Initiates the executive escape protocol, sending you to the Veilbreaker dock in Steamfont.
ID: 10803^1
Clenched Jaw
ID: 10803^4
This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned.
ID: 10803^6
ID: 10804^6
A telekinetic force propels you forward.
ID: 10805^6
A telekinetic force propels you forward.
ID: 10806^1
Scout's Mastery of Fire
ID: 10806^2
Scout's Mastery
ID: 10806^3
Fire
ID: 10806^4
This ability, when active, provides you with increased power to your fire and magic based spells. Additional ranks increase the power gained per spell that lands on your target.
ID: 10806^6
A telekinetic force propels you forward.
ID: 10807^6
Blistering lava consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 10808^6
Blistering lava consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 10809^1
Scout's Mastery of Ice
ID: 10809^2
Scout's Mastery
ID: 10809^3
Ice
ID: 10809^4
This ability, when active, provides you with increased power to your ice and magic based spells. Additional ranks increase the power gained per spell that lands on your target.
ID: 10809^6
Blistering lava consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 10810^6
Envelops you in a scales of crystal that absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 10811^6
Envelops you in a scales of crystal that absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 10812^1
Scout's Mastery of Magic
ID: 10812^2
Scout's Mastery
ID: 10812^3
Magic
ID: 10812^4
This ability, when active, provides you with increased power to your magic based spells. Additional ranks increase the power gained per spell that lands on your target.
ID: 10812^6
Envelops you in a scales of crystal that absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 10813^6
Consumes your target in a cascade of shocking electricity, causing @1 damage and briefly stunning your target.
ID: 10814^6
Consumes your target in a cascade of shocking electricity, causing @1 damage and briefly stunning your target.
ID: 10815^1
Scout's Mastery of Slashing
ID: 10815^2
Scout's Mastery
ID: 10815^3
Slashing
ID: 10815^4
This ability provides you with increased power to slashing attacks with your weapons. Additional ranks increase the power gained per hit that lands on your target.
ID: 10815^6
Consumes your target in a cascade of shocking electricity, causing @1 damage and briefly stunning your target.
ID: 10816^6
Engulfs your target's body in an arcing ball of thunderous energy, causing #1 damage.
ID: 10817^6
Engulfs your target's body in an arcing ball of thunderous energy, causing #1 damage.
ID: 10818^1
Scout's Mastery of Piercing
ID: 10818^2
Scout's M
ID: 10818^3
Piercing
ID: 10818^4
This ability provides you with increased power to piercing attacks with your weapons. Additional ranks increase the power gained per hit that lands on your target.
ID: 10818^6
Engulfs your target's body in an arcing ball of thunderous energy, causing #1 damage.
ID: 10819^6
Consumes your target in a cascade of shocking electricity, causing up to @1 damage.
ID: 10820^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage.
ID: 10821^1
Scout's Mastery of Blunt Weapons
ID: 10821^2
Scout's Mastery
ID: 10821^3
Blunt
ID: 10821^4
This ability provides you with increased power to blunt attacks with your weapons. Additional ranks increase the power gained per hit that lands on your target.
ID: 10821^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage.
ID: 10822^6
Your target is frozen solid instantly, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 10823^6
Your target is frozen solid instantly, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 10824^6
Your target is frozen solid instantly, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 10825^6
ID: 10826^6
Summons a fast desert tarantula mount.
ID: 10827^6
ID: 10828^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 10829^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 10830^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 10831^6
An eruption of lava bursts around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 10832^6
An eruption of lava bursts around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 10833^6
An eruption of lava bursts around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 10834^6
ID: 10835^6
ID: 10836^6
ID: 10837^6
Summons an avalanche of Icefall boulders, causing #1 damage to your target.
ID: 10838^6
Summons an avalanche of Icefall boulders, causing #1 damage to your target.
ID: 10839^6
Summons an avalanche of Icefall boulders, causing #1 damage to your target.
ID: 10840^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 10841^6
Your target is consumed by flashfires, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 10842^6
Your target is consumed by flashfires, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 10843^6
Your target is consumed by flashfires, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 10844^6
ID: 10845^6
Summons a very fast desert tarantula mount. Additionally offers a mount blessing which increases your maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 100.
ID: 10846^6
ID: 10847^6
Encases your target with frost, doing #1 damage.
ID: 10848^6
Encases your target with frost, doing #1 damage.
ID: 10849^6
Encases your target with frost, doing #1 damage.
ID: 10850^1
Massive Strike
ID: 10850^4
This passive ability grants you a small chance to score a massive second backstab after you backstab an opponent. Additional ranks increase the power of this strike.
ID: 10850^6
Smashes your target with force energy, stunning them briefly and causing #1 damage.
ID: 10851^6
Smashes your target with force energy, stunning them briefly and causing #1 damage.
ID: 10852^6
Smashes your target with force energy, stunning them briefly and causing #1 damage.
ID: 10853^1
Strikethrough
ID: 10853^4
This ability gives you a chance to bypass your opponents special defenses such as dodge, block, parry, and riposte.
ID: 10853^6
Gives your target Calrena's defense, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 10854^6
Gives your target Calrena's defense, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 10855^6
Gives your target Calrena's defense, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 10856^6
A storm of icicles rainss down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 10857^6
A storm of icicles rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 10858^6
A storm of icicles rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 10859^6
Engulfs your target in Sothgar's flame, causing #1 damage.
ID: 10860^6
Engulfs your target in Sothgar's flame, causing #1 damage.
ID: 10861^6
Engulfs your target in Sothgar's flame, causing #1 damage.
ID: 10862^6
Calls forth squirming tendrilmists that weave around your body and protect you from harm. Those that strike you have a chance of becoming snared by the tendrils, which reduces their movement speed. The tendrilmists can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 10863^6
Calls forth squirming tendrilmists that weave around your body and protect you from harm. Those that strike you have a chance of becoming snared by the tendrils, which reduces their movement speed. The tendrilmists can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 10864^6
Calls forth squirming tendrilmists that weave around your body and protect you from harm. Those that strike you have a chance of becoming snared by the tendrils, which reduces their movement speed. The tendrilmists can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 10865^6
ID: 10866^6
ID: 10867^6
ID: 10871^6
Strikes dragons with the combined breath of the Crystalwing, causing #1 damage. Consumes two peridots when cast.
ID: 10872^6
Strikes dragons with the combined breath of the Crystalwing, causing #1 damage. Consumes two peridots when cast.
ID: 10873^6
Strikes dragons with the combined breath of the Crystalwing, causing #1 damage. Consumes two peridots when cast.
ID: 10874^6
Opens an arcane portal that teleports your target to Icefall Glacier.
ID: 10875^6
Opens an arcane portal that teleports your entire group to Icefall Glacier.
ID: 10876^6
Opens an arcane portal that teleports you to Icefall Glacier.
ID: 10877^6
Opens an arcane portal that teleports your target to Sunderock Springs.
ID: 10878^6
Opens an arcane portal that teleports your entire group to Sunderock Springs.
ID: 10879^6
Opens an arcane portal that teleports you to Sunderock Springs.
ID: 10880^6
Opens an arcane portal that teleports your target to Blightfire Moors.
ID: 10881^6
Opens an arcane portal that teleports your entire group to Blightfire Moors.
ID: 10882^6
Opens an arcane portal that teleports you to Blightfire Moors.
ID: 10883^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 10884^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 10885^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 10886^6
Reduces the hatred generated by your next three fire-based spells. This effect will be reduced on spells over level #2.
ID: 10887^6
Reduces the hatred generated by your next three ice-based spells. This effect will be reduced on spells over level #2.
ID: 10888^6
Reduces the hatred generated by your next three magic-based spells. This effect will be reduced on spells over level #2.
ID: 10889^6
Allows you to attempt to avoid the next magical attack that would affect you.
ID: 10890^6
Allows you to attempt to avoid the next magical attack that would affect you.
ID: 10891^6
Allows you to attempt to avoid the next magical attack that would affect you.
ID: 10892^6
You impart your knowledge of toxic substances to an ally, which increases the damage they can inflict with poison-based spells and effects.
ID: 10893^6
You impart your knowledge of toxic substances to an ally, which increases the damage they can inflict with poison-based spells and effects.
ID: 10894^6
You impart your knowledge of toxic substances to an ally, which increases the damage they can inflict with poison-based spells and effects.
ID: 10895^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 10896^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 10897^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 10898^6
Increases the damage of all of your melee attacks.
ID: 10899^6
Increases the damage of all of your melee attacks.
ID: 10900^1
Hate's Attraction
ID: 10900^2
Hate's
ID: 10900^3
Attraction
ID: 10900^4
This ability, when activated, will grip your target and hurl them towards you. Additional ranks increase the amount of hate that this ability generates.
ID: 10900^6
Increases the damage of all of your melee attacks.
ID: 10903^1
Feigned Minion
ID: 10903^4
This ability allows you to instruct your pet to feign death via the '/pet feign' command. Three ranks of this skill are available, causing your pet to succeed 25%, 50%, and 75% of the time, respectively.
ID: 10907^6
Forges several Axes of the Annihilator.
ID: 10908^6
Aims an axe of the annihilator at your opponent's legs, causing slower movement speed for a short time.
ID: 10909^1
Hastened Summon Remains
ID: 10909^4
This passive ability reduces the reuse time of your Summon Remains ability by one minute per rank.
ID: 10909^6
Aims an axe of the annihilator at your opponent's legs, causing slower movement speed for a short time.
ID: 10910^6
Aims an axe of the annihilator at your opponent's legs, causing slower movement speed for a short time.
ID: 10911^6
ID: 10912^1
Visage of Death
ID: 10912^2
Visage
ID: 10912^3
Death
ID: 10912^4
This activated ability will cause you to assume the form of an undead creature. Your melee attacks will be augmented for a short time. Additional ranks boost the power of your attacks further.
ID: 10912^6
ID: 10913^6
ID: 10914^6
Using this high-pitched scream, you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
ID: 10915^1
Cascading Theft of Life
ID: 10915^4
This passive ability will grant you a chance that each Life Tap spell that is level 70 or higher you cast will provide you with a heal that will be shared with your entire group. Additional ranks increase the amount of healing that you generate from your Life Tap spells.
ID: 10915^6
Using this high-pitched scream you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
ID: 10916^6
Using this high-pitched scream you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
ID: 10917^6
Aims an axe of the annihilator at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 10918^6
Aims an axe of the annihilator at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 10919^6
Aims an axe of the annihilator at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 10920^6
Throws an axe of the annihilator wildly, briefly distracting your opponent.
ID: 10921^6
Throws an axe of the annihilator wildly, briefly distracting your opponent.
ID: 10922^6
Throws an axe of the annihilator wildly, briefly distracting your opponent.
ID: 10923^6
Cause your body to be consumed by a berserking rage, greatly increasing the damage potential of your attacks.
ID: 10924^6
Cause your body to be consumed by a berserking rage, greatly increasing the damage potential of your attacks.
ID: 10925^6
Cause your body to be consumed by a berserking rage, greatly increasing the damage potential of your attacks.
ID: 10932^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 10933^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 10934^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 10935^6
ID: 10936^6
ID: 10937^6
ID: 10938^6
Allows your body to take on an impenetrable form, causing you to take greatly decreased melee damage and rendering you immune to stun effects. The impenetrable form also has a chance to completely absorb the first several strikes against you.
ID: 10939^6
Allows your body to take on an impenetrable form, causing you to take greatly decreased melee damage and rendering you immune to stun effects. The impenetrable form also has a chance to completely absorb the first several strikes against you.
ID: 10940^6
Allows your body to take on an impenetrable form, causing you to take greatly decreased melee damage and rendering you immune to stun effects. The impenetrable form also has a chance to completely absorb the first several strikes against you.
ID: 10941^6
ID: 10942^6
ID: 10943^6
ID: 10944^6
You use the clawstriker's technique to attack your opponent with three successive tiger claw punches.
ID: 10945^6
You use the clawstriker's technique to attack your opponent with three successive tiger claw punches.
ID: 10946^6
You use the clawstriker's technique to attack your opponent with three successive tiger claw punches.
ID: 10947^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 10948^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 10949^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 10950^1
Extended Sloth
ID: 10950^4
This passive ability adds one tick per rank to your slow spells.
ID: 10950^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 10951^1
Hastened Ancestral Aid
ID: 10951^4
This passive ability reduces the reuse time of your Ancestral Aid ability by one minute per rank.
ID: 10951^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 10952^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 10953^6
ID: 10954^1
Hastened Union of Spirits
ID: 10954^4
This passive ability reduces the reuse time of your Union of Spirits ability by one minute per rank.
ID: 10954^6
ID: 10955^6
ID: 10956^6
ID: 10957^1
Group Shrink
ID: 10957^2
Group
ID: 10957^3
Shrink
ID: 10957^4
This ability will cause nearby members of your group to shrink in stature.
ID: 10957^6
ID: 10958^1
Inconspicuous Totem
ID: 10958^2
Inconsp
ID: 10958^3
Totem
ID: 10958^4
This ability, when activated, will turn you into a stationary totem and remove you from combat.
ID: 10958^6
ID: 10959^1
Extended Pestilence
ID: 10959^2
Extended
ID: 10959^3
Pestilence
ID: 10959^4
This ability, when activated, will add one tick to all the damage over time spells you cast for each rank of this ability that you purchase.
ID: 10959^6
Draconic symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 10960^1
Group Spirit Walk
ID: 10960^2
Group Sp
ID: 10960^3
Walk
ID: 10960^4
This ability grants you a group version of your Spirit Walk ability.
ID: 10960^6
Draconic symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 10961^6
Draconic symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 10962^6
ID: 10963^6
ID: 10964^6
ID: 10965^6
By tightening your muscles and adopting a defensive combat stance, you can reduce the harm done to you by physical attacks for a while.
ID: 10966^6
By tightening your muscles and adopting a defensive combat stance, you can reduce the harm done to you by physical attacks for a while.
ID: 10967^6
By tightening your muscles and adopting a defensive combat stance, you can reduce the harm done to you by physical attacks for a while.
ID: 10968^6
A precise blunt strike to the windpipe that increases the time required for your target to cast their spells.
ID: 10969^6
A precise blunt strike to the windpipe that increases the time required for your target to cast their spells.
ID: 10970^6
A precise blunt strike to the windpipe that increases the time required for your target to cast their spells.
ID: 10971^6
Executes a vortex blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 10972^6
Executes a vortex blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 10973^6
Executes a vortex blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 10974^6
You scowl at your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 10975^6
You scowl at your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 10976^6
You scowl at your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 10977^6
ID: 10978^6
ID: 10979^6
ID: 10980^30
Tower of Rot: Pre-Launch Event
ID: 10981^31
Strange beasts are appearing in the Qeynos area. The city could use your help!
ID: 10982^30
Tower of Rot Opens
ID: 10983^31
The mysterious Tower of Rot is now open! Do you dare brave this crumbling home of decay?
ID: 10984^30
Tower of Rot: Event Continues
ID: 10985^31
Strange things are happening in the Dead Hills! Adventure awaits!
ID: 10986^30
Stomples Day
ID: 10987^31
The Stomples Day events have begun! Visit Grundle Cogwelder in the Plane of Knowledge to get started. Enjoy!
ID: 10988^30
15th Anniversary Missions
ID: 10989^31
Three player designed missions are available! Head to the Plane of Knowledge and speak to Jimothy the Delicious or Reebo Leafsway. Or you can seek out Sayden G'Noir in Nektulos Forest. Enjoy!
ID: 10990^30
15th Anniversary Missions
ID: 10991^6
A shimmering portal envelops you, teleporting you to a location in Crescent Reach.
ID: 10991^31
Two player designed missions are available! Visit Bjern Sen or Sarissa in the Plane of Knowledge to discover these adventures. Have fun!
ID: 10992^30
Plane of War Events
ID: 10993^31
Jorgar the Pacifist in the Plane of War is looking for raiding group of powerful adventurers. If you only have a group of great adventurers, the seek out Commander Gorok in the Plane of Tranquility, he has need of you.
ID: 10994^30
Argin-Hiz: Pre-Launch Event
ID: 10995^30
Argin-Hiz: Launch Event Intensifies
ID: 10996^30
Argin-Hiz Opens
ID: 10997^31
A hot wind blows through mysterious portals that have appeared in
ID: 10998^31
The ash wind flowing from the mysterious portal in
ID: 10999^31
The ash dissipates around the portals in
ID: 11000^1
Hastened Taunt
ID: 11000^4
This passive ability reduces the reuse timer of your taunt skill by one second per rank.
ID: 11000^30
Hardcore Heritage: Blackburrow and Cazic Thule
ID: 11000^31
Experience EverQuest's Hardcore Heritage by heading to
ID: 11001^21
Apprentice Mercenaries (Scarecrow)
ID: 11001^30
Hardcore Heritage: The Ruins of Old Guk and The Estate of Unrest
ID: 11001^31
Experience EverQuest's Hardcore Heritage by heading to
ID: 11002^21
Journeyman Mercenaries (Scarecrow)
ID: 11002^30
Hardcore Heritage: Crushbone and The Permafrost Caverns
ID: 11002^31
Experience EverQuest's Hardcore Heritage by heading to
ID: 11003^1
Extended Shield Reflect
ID: 11003^4
This passive ability extends the duration of your Shield Reflect ability by one tick per rank.
ID: 11003^21
Master Mercenaries (Scarecrow)
ID: 11003^30
Hardcore Heritage: The Castle of Mistmoore and Nagafen's Lair
ID: 11003^31
Experience EverQuest's Hardcore Heritage by heading to
ID: 11004^1
Extended Commanding Voice
ID: 11004^4
This passive ability extends the duration of your Commanding Voice ability by one tick per rank.
ID: 11004^30
Death, Death, Death!
ID: 11004^31
Tudasali, Emissary of Thurgadin, is seeking help to defeat the enemies of his people.
ID: 11005^30
Send Lady Lendiniara Home!
ID: 11005^31
With almost all of the powerful relics collected, the time is now right to retrieve the final relic and send the dragon home to her world. Speak with Lady Lendiniara in
ID: 11006^30
Stone Cold Summer
ID: 11006^31
Arima Fae is trying to research strange statues, but is being chased by a guild of thieves.
ID: 11007^1
Hastened Leap
ID: 11007^4
This passive ability reduces the reuse timer of your Leaping abilities by ten seconds per rank.
ID: 11007^30
Stone Cold Summer
ID: 11007^31
Helagan is looking for adventurers to challenge a guild of thieves so that Arima Fae can continue his work.
ID: 11008^30
Nights of the Dead
ID: 11008^31
The Nights of the Dead celebration is upon us! This is the time of year when puppets talk, scarecrows stalk, and the dead rise. Many Norrathians will reward you with treats for assisting them. See your achievements pane under EverQuest -> Special for details.
ID: 11009^30
Dragons, Dragons, Dragons! and Giants, Giants, Giants!
ID: 11009^31
Emissaries of Rallos and Veeshan are looking for raiding heroes to tackle their foes.
ID: 11017^1
Refund Test
ID: 11017^4
Tests refunding of AA
ID: 11024^6
Hold the Line increases the amount of hit points healed by healing spells that land on you but reduces your offensive damage by as well. Rank 1 will increase the healing spells that land on you by 10 percent and Rank 2 will increase the heals by 15 percent while your damage is reduced by 25 percent.
ID: 11041^6
When activated, Mark of the Mage Hunter reduces the damage of incoming spells by up to 1000 damage per spell for the first rank and 1250 for the second rank. The Mark of the Mage Hunter dissipates after 5000 hit points of damage have been absorbed for the
ID: 11042^6
Hamstring is a crippling attack that slows your opponents' movement rate and reduces their ability to effectively use armor for a short period of time. Each additional rank in Hamstring increases the amount of armor class denied by the Hamstring attack.
ID: 11043^6
Hamstring is a crippling attack that slows your opponents' movement rate and reduces their ability to effectively use armor for a short period of time. Each additional rank in Hamstring increases the amount of armor class denied by the Hamstring attack.
ID: 11044^6
Hamstring is a crippling attack that slows your opponents' movement rate and reduces their ability to effectively use armor for a short period of time. Each additional rank in Hamstring increases the amount of armor class denied by the Hamstring attack.
ID: 11046^6
Uncanny Resilience reduces the amount of damage sustained by incoming melee attacks by up to @1 for up to %z.
ID: 11047^6
Uncanny Resilience reduces the amount of damage sustained by incoming melee attacks. All ranks of this ability will slightly increase the total amount of damage that can be absorbed and the first three ranks will increase the duration.
ID: 11048^6
Uncanny Resilience reduces the amount of damage sustained by incoming melee attacks. All ranks of this ability will slightly increase the total amount of damage that can be absorbed and the first three ranks will increase the duration.
ID: 11049^6
Blinding Fury sends you into a battle rage that increases your melee ability. This rage is so intense that you have a chance of temporarily losing your sight. While blinded by fury, you will attack even faster and unleash a series of double attacks.
ID: 11050^1
Hastened Destruction
ID: 11050^4
This passive ability reduces the reuse timer of your Prolonged Destruction and Sustained Destruction abilities by six minutes per rank.
ID: 11050^6
Blinding Fury sends you into a battle rage that increases your melee ability. This rage is so intense that you have a chance of temporarily losing your sight. While blinded by fury, you will attack even faster and unleash a series of double attacks.
ID: 11051^6
Blinding Fury sends you into a battle rage that increases your melee ability. This rage is so intense that you have a chance of temporarily losing your sight. While blinded by fury, you will attack even faster and unleash a series of double attacks.
ID: 11055^1
Netherstep
ID: 11055^2
Netherstep
ID: 11055^3
ID: 11055^4
This ability grants you an alternate version of your Netherstep spell.
ID: 11056^1
Beam of Displacement
ID: 11056^2
Beam of
ID: 11056^3
Displacement
ID: 11056^4
This ability allows you to knock up to eight enemies away from you. This ability calls on a spell that directs a force of energy, in a beam, directly away from you. There is a small percentage chance the beam may reflect back upon you causing short term blindness and damage.
ID: 11057^1
Translocate
ID: 11057^2
Translocate
ID: 11057^3
ID: 11057^4
This ability allows you to teleport your target to their bind point
ID: 11057^6
Use of this ability causes your opponent to immediately fall into a deep sleep and suffer terrible nightmares. When they wake, their movements will be slowed while they recover from the effects. The base ability affects NPCs up to level 74 and additiona
ID: 11058^1
Teleport
ID: 11058^2
Teleport
ID: 11058^3
ID: 11058^4
This ability sends all players in close proximity to the caster to their respective bind points.
ID: 11058^6
Use of this ability causes your opponent to immediately fall into a deep sleep and suffer terrible nightmares. When they wake, their movements will be slowed while they recover from the effects. The base ability affects NPCs up to level 74 and additiona
ID: 11059^6
Use of this ability causes your opponent to immediately fall into a deep sleep and suffer terrible nightmares. When they wake, their movements will be slowed while they recover from the effects. The base ability affects NPCs up to level 74 and additiona
ID: 11061^6
A burst of holy light that causes between #1 and @1 damage to a summoned or construct target.
ID: 11062^6
A burst of holy light that causes between #1 and @1 damage to a summoned or construct target.
ID: 11063^6
A burst of holy light that causes between #1 and @1 damage to a summoned or construct target.
ID: 11064^6
This ability allows you to absorb the pure essence of elemental fire into your soul. While this ability is active, your fire-based spells will benefit from enhanced damage. The effects of this ability last slightly longer than Heart of Flames.
ID: 11065^6
This ability allows you to absorb the pure essence of elemental air into your soul. While this ability is active, enemies will notice your actions less. This ability lasts slightly longer than Heart of Vapor.
ID: 11066^6
This ability allows you to absorb the pure essence of elemental ice into your soul. While this ability is active, you will take less damage from spells. This ability lasts slightly longer than Heart of Ice (assuming it is not stripped by excess damage)
ID: 11067^6
This ability allows you to absorb the pure essence of elemental earth into your soul. While this ability is active, you will take less damage from melee attacks. This ability lasts slightly longer than Heart of Stone (assuming it is not stripped by exce
ID: 11073^1
Playing Possum
ID: 11073^2
Playing
ID: 11073^3
Possum
ID: 11073^4
Your attunement to the animal world allows you to play dead fooling many predators. Be warned, this will not always fool the most determined aggressor. Each new rank increases your chances of success.
ID: 11074^1
Cat-like Reflexes
ID: 11074^4
This passive ability improves your ability to land safely from higher than normal falls.
ID: 11076^6
This ability summons a shadow of gathering dusk that falls across your opponent. This shadow increases the likelihood that your opponent will attack you as it continues to gather over time. When the shadow has fully gathered, it will unleash a curse of du
ID: 11077^1
Hastened Bite of the Asp
ID: 11077^4
This passive ability reduces the time required between uses of your Bite of the Asp ability by 10 seconds.
ID: 11078^1
Hastened Gorilla Smash
ID: 11078^4
This passive ability reduces the time required between uses of your Gorilla Smash ability by 10 seconds.
ID: 11079^1
Hastened Raven's Claw
ID: 11079^4
This passive ability reduces the time required between uses of your Raven's Claw ability by 10 seconds.
ID: 11080^1
Chameleon Strike
ID: 11080^2
Chameleon
ID: 11080^3
Strike
ID: 11080^4
This ability strikes your opponent and then allows you to blend into the surroundings, reducing the anger generated by your attacks slightly.
ID: 11081^1
Bear Patriarch
ID: 11081^2
Bear
ID: 11081^3
Patriarch
ID: 11081^4
This ability transforms you into the Bear Patriarch, further boosting all of your offensive abilities over the Rabid Bear.
ID: 11083^6
Veil of Mindshadow enables an enchanter to phase themselves partly out of existence. This ability shields them from melee damage. Additional ranks in this ability increase how much damage you can absorb before Veil of Mindshadow fades.
ID: 11084^6
Veil of Mindshadow enables an enchanter to phase themselves partly out of existence. This ability shields them from melee damage. Additional ranks in this ability increase how much damage you can absorb before Veil of Mindshadow fades.
ID: 11085^1
Two Hands, No Mercy!
ID: 11085^4
This passive ability grants you a slight increase in capability when using a 2-handed weapon. Additional ranks increase this benefit.
ID: 11085^6
Veil of Mindshadow enables an enchanter to phase themselves partly out of existence. This ability shields them from melee damage. Additional ranks in this ability increase how much damage you can absorb before Veil of Mindshadow fades.
ID: 11088^1
Hastened Cry of Battle
ID: 11088^4
This passive ability reduces the time required between uses of your Cry of Battle ability by 3 minutes per rank.
ID: 11088^6
Restores @1 hit points.
ID: 11089^6
Restores 1000 mana.
ID: 11092^6
Arcane Whisper reduces hate on a single target slightly over time.
ID: 11101^22
Tier I
ID: 11101^23
Race: Scarecrow
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11102^22
Tier I
ID: 11102^23
Race: Scarecrow
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11103^6
While active, the wizard focuses his mastery over ice to cause any ice-based direct damage spell they cast to have a chance to cause the targeted creature to enter a cryogenic stasis, slowing their movement rate and becoming more susceptible to ice-based
ID: 11103^22
Tier I
ID: 11103^23
Race: Scarecrow
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11104^6
While active, the wizard focuses his mastery over ice to cause any ice-based direct damage spell they cast to have a chance to cause the targeted creature to enter a cryogenic stasis, slowing their movement rate and becoming more susceptible to ice-based
ID: 11104^22
Tier II
ID: 11104^23
Race: Scarecrow
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11105^6
While active, the wizard focuses his mastery over ice to cause any ice-based direct damage spell they cast to have a chance to cause the targeted creature to enter a cryogenic stasis, slowing their movement rate and becoming more susceptible to ice-based
ID: 11105^22
Tier II
ID: 11105^23
Race: Scarecrow
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11106^22
Tier II
ID: 11106^23
Race: Scarecrow
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11107^22
Tier III
ID: 11107^23
Race: Scarecrow
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11108^22
Tier III
ID: 11108^23
Race: Scarecrow
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11109^22
Tier III
ID: 11109^23
Race: Scarecrow
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11110^22
Tier IV
ID: 11110^23
Race: Scarecrow
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11111^22
Tier IV
ID: 11111^23
Race: Scarecrow
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11112^6
Calls upon your dragon bloodline to breathe forth a blast of flame, causing #1 damage to everyone in front of you. Affected targets will take an additional #2 damage every 6 seconds and have their resistance to fire lowered for %z.
ID: 11112^22
Tier IV
ID: 11112^23
Race: Scarecrow
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11113^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
ID: 11113^22
Tier V
ID: 11113^23
Race: Scarecrow
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11114^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
ID: 11114^22
Tier V
ID: 11114^23
Race: Scarecrow
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11115^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
ID: 11115^22
Tier V
ID: 11115^23
Race: Scarecrow
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11116^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
ID: 11117^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
ID: 11118^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
ID: 11119^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
ID: 11120^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
ID: 11121^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
ID: 11122^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
ID: 11123^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
ID: 11124^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
ID: 11125^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
ID: 11126^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
ID: 11127^6
Calls upon your dragon bloodline to breathe forth a cloud of disease, causing #1 damage to everyone in front of you. Affected targets will take an additional #2 damage every 6 seconds and have their resistance to disease lowered for %z.
ID: 11128^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
ID: 11129^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
ID: 11130^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
ID: 11131^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
ID: 11132^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
ID: 11133^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
ID: 11134^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
ID: 11135^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
ID: 11136^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
ID: 11137^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
ID: 11138^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
ID: 11139^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
ID: 11140^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
ID: 11141^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
ID: 11142^6
Calls upon your dragon bloodline to breathe forth a blast of pure magic, causing #1 damage to everyone in front of you. Affected targets will take an additional #2 damage every 6 seconds and have their resistance to magic lowered for %z.
ID: 11143^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
ID: 11144^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
ID: 11145^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
ID: 11146^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
ID: 11147^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
ID: 11148^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
ID: 11149^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
ID: 11150^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
ID: 11151^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
ID: 11152^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
ID: 11153^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
ID: 11154^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
ID: 11155^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
ID: 11156^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
ID: 11157^6
Calls upon your dragon bloodline to breathe forth a blast of poison, causing #1 damage to everyone in front of you. Affected targets will take an additional #2 damage every 6 seconds and have their resistance to poison lowered for %z.
ID: 11158^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
ID: 11159^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
ID: 11160^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
ID: 11161^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
ID: 11162^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
ID: 11163^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
ID: 11164^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
ID: 11165^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
ID: 11166^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
ID: 11167^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
ID: 11168^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
ID: 11169^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
ID: 11170^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
ID: 11171^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
ID: 11172^6
Calls upon your dragon bloodline to breathe forth a blast of frost, causing #1 damage to everyone in front of you. Affected targets will take an additional #2 damage every 6 seconds and have their resistance to cold lowered for %z.
ID: 11173^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
ID: 11174^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
ID: 11175^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
ID: 11176^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
ID: 11177^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
ID: 11178^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
ID: 11179^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
ID: 11180^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
ID: 11181^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
ID: 11182^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
ID: 11183^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
ID: 11184^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
ID: 11185^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
ID: 11186^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
ID: 11187^6
Calls upon your dragon bloodline to breathe forth a blast of pure energy, causing #1 damage to everyone in front of you. Affected targets will take an additional #2 damage every 6 seconds and have their resistance to all forms of magic slightly lowered for %z.
ID: 11188^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
ID: 11189^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
ID: 11190^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
ID: 11191^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
ID: 11192^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
ID: 11193^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
ID: 11194^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
ID: 11195^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
ID: 11196^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
ID: 11197^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
ID: 11198^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
ID: 11199^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
ID: 11200^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
ID: 11201^6
Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
ID: 11201^22
Tier I
ID: 11201^23
Race: Scarecrow
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11202^22
Tier I
ID: 11202^23
Race: Scarecrow
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11203^22
Tier I
ID: 11203^23
Race: Scarecrow
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11204^6
Teleports you to Crescent Reach.
ID: 11204^22
Tier II
ID: 11204^23
Race: Scarecrow
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11205^22
Tier II
ID: 11205^23
Race: Scarecrow
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11206^6
When this ability is activated, the beastlord will unleash a terrible roar that leaves the opponent damaged, shaken, and less willing to attack the beastlord. Additional ranks cause the ability to deal more damage and make the target even less likely to
ID: 11206^22
Tier II
ID: 11206^23
Race: Scarecrow
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11207^6
When this ability is activated, the beastlord will unleash a terrible roar that leaves the opponent damaged, shaken, and less willing to attack the beastlord. Additional ranks cause the ability to deal more damage and make the target even less likely to
ID: 11207^22
Tier III
ID: 11207^23
Race: Scarecrow
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11208^6
When this ability is activated, the beastlord will unleash a terrible roar that leaves the opponent damaged, shaken, and less willing to attack the beastlord. Additional ranks cause the ability to deal more damage and make the target even less likely to
ID: 11208^22
Tier III
ID: 11208^23
Race: Scarecrow
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11209^22
Tier III
ID: 11209^23
Race: Scarecrow
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11210^22
Tier IV
ID: 11210^23
Race: Scarecrow
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11211^22
Tier IV
ID: 11211^23
Race: Scarecrow
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11212^6
This ability allows the Beastlord to share some of his natural attunement with his party in the form of health and mana. Additional ranks increase the amount of health and mana that is shared with party.
ID: 11212^22
Tier IV
ID: 11212^23
Race: Scarecrow
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11213^6
This ability allows the Beastlord to share some of his natural attunement with his party in the form of health and mana. Additional ranks increase the amount of health and mana that is shared with party.
ID: 11213^22
Tier V
ID: 11213^23
Race: Scarecrow
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11214^6
This ability allows the Beastlord to share some of his natural attunement with his party in the form of health and mana. Additional ranks increase the amount of health and mana that is shared with party.
ID: 11214^22
Tier V
ID: 11214^23
Race: Scarecrow
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11215^6
This ability engulfs your target in a barrage of discordant noise, causing it to take damage for the duration of the effect. Every time this effect causes damage, it also has a chance to interrupt any spells being cast. Additional ranks improve the dama
ID: 11215^22
Tier V
ID: 11215^23
Race: Scarecrow
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11216^6
This ability engulfs your target in a barrage of discordant noise, causing it to take damage for the duration of the effect. Every time this effect causes damage, it also has a chance to interrupt any spells being cast. Additional ranks improve the dama
ID: 11217^6
This ability engulfs your target in a barrage of discordant noise, causing it to take damage for the duration of the effect. Every time this effect causes damage, it also has a chance to interrupt any spells being cast. Additional ranks improve the dama
ID: 11218^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 11219^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 11220^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 11221^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 11222^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 11223^6
When this ability is activated, your music forms a physical barrier about you, decreasing the damage you take from spells and melee attacks. Increased ranks improve the maximum amount of damage it can absorb before it fails.
ID: 11224^6
When this ability is activated, your music forms a physical barrier about you, decreasing the damage you take from spells and melee attacks. Increased ranks improve the maximum amount of damage it can absorb before it fails.
ID: 11225^6
When this ability is activated, your music forms a physical barrier about you, decreasing the damage you take from spells and melee attacks. Increased ranks improve the maximum amount of damage it can absorb before it fails.
ID: 11226^6
This ability transforms you into an exceptionally bloodthirsty wolf that attacks with lightning speed, for a brief time. Additional ranks increase your offensive capabilities and cause the transition into the wolf to heal many of your wounds.
ID: 11227^6
This ability transforms you into an exceptionally bloodthirsty wolf that attacks with lightning speed, for a brief time. Additional ranks increase your offensive capabilities and cause the transition into the wolf to heal many of your wounds.
ID: 11228^6
This ability transforms you into an exceptionally bloodthirsty wolf that attacks with lightning speed, for a brief time. Additional ranks increase your offensive capabilities and cause the transition into the wolf to heal many of your wounds.
ID: 11229^6
This ability allows you to share your natural affinity for the hunt with your party in the form of greater accuracy, more critical hits, and increased offensive power. Additional ranks further improve this effect.
ID: 11230^6
This ability allows you to share your natural affinity for the hunt with your party in the form of greater accuracy, more critical hits, and increased offensive power. Additional ranks further improve this effect.
ID: 11231^6
This ability allows you to share your natural affinity for the hunt with your party in the form of greater accuracy, more critical hits, and increased offensive power. Additional ranks further improve this effect.
ID: 11232^6
Increases damage and returns endurance for up to %z.
ID: 11233^6
When activated, Protection of the Spirit Wolf summons a spirit wolf which will protect you from danger. Each rank in this ability increases the amount of damage that can be averted by the spirit wolf.
ID: 11234^6
When activated, Protection of the Spirit Wolf summons a spirit wolf which will protect you from danger. Each rank in this ability increases the amount of damage that can be averted by the spirit wolf.
ID: 11235^6
When activated, Protection of the Spirit Wolf summons a spirit wolf which will protect you from danger. Each rank in this ability increases the amount of damage that can be averted by the spirit wolf.
ID: 11241^6
Taste of Blood gives your pet a chance to enter a blood frenzy when it gets credit for a successful kill. Blood frenzy increases your pet's damage and chance to frenzy upon a successful triple attack.
ID: 11243^6
Hymn of the Last Stand increases your maximum hit points which then decay slowly over time. Addional ranks in this ability increase the hit points you gain and prolong the duration of time that it takes for the hit points to decay.
ID: 11244^6
Hymn of the Last Stand increases your maximum hit points which then decay slowly over time. Addional ranks in this ability increase the hit points you gain and prolong the duration of time that it takes for the hit points to decay.
ID: 11245^6
Hymn of the Last Stand increases your maximum hit points which then decay slowly over time. Addional ranks in this ability increase the hit points you gain and prolong the duration of time that it takes for the hit points to decay.
ID: 11246^6
Bladed Song causes your opponent to take damage every time they attack.
ID: 11247^6
While this ability is active, you periodically attempt to throw dirt into your opponent's eyes. If successful, your opponent will be temporarily blinded and will be less able to make accurate attacks. Each rank in this ability increases the chance that yo
ID: 11248^6
While this ability is active, you periodically attempt to throw dirt into your opponent's eyes. If successful, your opponent will be temporarily blinded and will be less able to make accurate attacks. Each rank in this ability increases the chance that yo
ID: 11249^6
While this ability is active, you periodically attempt to throw dirt into your opponent's eyes. If successful, your opponent will be temporarily blinded and will be less able to make accurate attacks. Each rank in this ability increases the chance that yo
ID: 11250^6
Causes blindness in your enemy, reducing their accuracy.
ID: 11251^6
Ligament Slice cripples your opponent, decreasing their movement rate and ability to defend themselves. Additional ranks in this ability intensify the effect.
ID: 11252^6
Ligament Slice cripples your opponent, decreasing their movement rate and ability to defend themselves. Additional ranks in this ability intensify the effect.
ID: 11253^6
Ligament Slice cripples your opponent, decreasing their movement rate and ability to defend themselves. Additional ranks in this ability intensify the effect.
ID: 11254^6
Tumbling increases your chance to avoid incoming damage and increases your movement speed. While tumbling, your ability to deal damage will be lessened as you devote more energy to acrobatic movements.
ID: 11265^6
For a brief time, you are able to commune with the woodland spirits who provide your party with exceptional regenerative abilities and a protective shield of armor and thorns. Additional ranks increase the power of this effect
ID: 11266^6
For a brief time, you are able to commune with the woodland spirits who provide your party with exceptional regenerative abilities and a protective shield of armor and thorns. Additional ranks increase the power of this effect
ID: 11267^6
For a brief time, you are able to commune with the woodland spirits who provide your party with exceptional regenerative abilities and a protective shield of armor and thorns. Additional ranks increase the power of this effect
ID: 11279^6
This ability turns you into a Rabid Bear, boosting all of your offensive capabilities. Additional ranks increase the effect.
ID: 11291^6
While this ability is active, any creature up to level 75 daring to attack the cleric has a chance to be stunned in retribution. This effect will fade after 72 strikes.
ID: 11296^6
This ability infuses an undead NPC with holy energy, causing it to continually take damage for the next 30 seconds. Each additional level of this ability increases the damage done. Occasionally an undead NPC will react violently to the infusion of holy
ID: 11297^6
Heals you for #2 percent of the damage done by your melee attacks. Fades after %z or after you withstand 1320 hits.
ID: 11307^6
Increases healing ability by #3 percent, and AC by #7 for up to %z.
ID: 11308^6
Armor of the Inquisitor grants the paladin an improvement to his armor class and increases the benefit he gains from healing spells that land on him. Additional ranks of the ability increase the effects and the duration of the ethereal armor.
ID: 11309^6
Armor of the Inquisitor grants the paladin an improvement to his armor class and increases the benefit he gains from healing spells that land on him. Additional ranks of the ability increase the effects and the duration of the ethereal armor.
ID: 11317^6
Through this ability you are able to assume the form of a white spirit wolf. While in this form, your beneficial spells will require less mana and you will be resistant to cold based attacks.
ID: 11321^6
Through this ability you are able to assume the form of a black werewolf. While in this form, you will benefit from improved vision and quicker reflexes. The second rank of this ability will add more health and mana to you.
ID: 11331^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 11332^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 11339^6
Increases flurry chance by #1 percent, and minimum damage per hit by #2 percent for up to %z.
ID: 11345^6
Increases your melee speed, double attack, and adds an extra chance to attack with 2-handed weapons.
ID: 11391^6
Reduces the mana cost of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 11500^6
Strikes your opponent with a fiery attack that causes up to @1 hit points in damage.
ID: 11501^6
Cause enemies in a small area around your target to fall into an enchanted sleep for up to %z. This spell works on creatures up to level @1.
ID: 11502^6
Summons a Sporali advisor, granting @2 regeneration, @3 disease resist, and @4 poison resist.
ID: 11503^6
Covers you in an aura of ivory scales, increasing cold resist by up to @2.
ID: 11504^6
Opens a rift that transports you to the Steppes. Consumes Small Portal Fragments when cast.
ID: 11505^6
Opens a rift that transports you to the Steppes.
ID: 11506^6
Covers your target deadly pollen, causing up to @1 damage. This spell only causes damage to Bixies.
ID: 11507^6
Cause your target to fall into an enchanted sleep for up to %z. This spell works on Harpies up to level @1.
ID: 11508^6
Summons a Goblin dedicant, granting @3 fire resist, and a @4 point damage shield.
ID: 11509^6
Causes the earth to adhere to your target's body, preventing them from moving for up to %z. Will only root Gnolls.
ID: 11510^6
Covers you in an aura of thick vines, increasing poison resist by up to @2.
ID: 11511^6
Cause your target to fall into an enchanted sleep for up to %z. This spell works on Sporali up to level @1.
ID: 11512^6
Dominates a Kobold's mind, allowing you to control them for a short time. This spell works on Kobolds up to level @1.
ID: 11513^6
Lays a trap that will active and mesmerize any undead creature that wanders too close.
ID: 11514^6
Blankets you in a feeling of love and contentment, increasing your dexterity, agility, strength, and charisma for %z.
ID: 11515^6
Entangles your target's feet with magical roots, slowing their movement speed for up to %z. This spell will only snare Bixies.
ID: 11516^6
Injects a foul poison into your target, causing @1 damage. This poison is only effective against Kobolds.
ID: 11517^6
Summons a stoic wolf pet, increasing Double Attack, and regeneration.
ID: 11518^6
Summons an arcane wolf pet, increasing Dodge, and mana regeneration.
ID: 11519^6
Summons an Arcane Circle that increases the spell damage of those nearby.
ID: 11520^6
Summons an Arcane Circle that gives magical damage to melee attacks of those nearby.
ID: 11521^6
Lays a trap that has a chance to mesmerize any undead creature that wanders too close.
ID: 11522^6
Fills you with the spirit of undeath, giving your melee attacks a chance to deal extra damage to the undead.
ID: 11523^6
Summons an Arcane Circle that increases the potency of healing spells of those nearby.
ID: 11524^6
Increases your maximum hit points by up to @3 for up to %z.
ID: 11525^6
Pacifies your target, lowering its aggressiveness for %z. Affects Drakkin up to level @1.
ID: 11526^6
Strikes your opponent with a chromatic attack that causes up to @1 hit points in damage.
ID: 11527^6
Splatters your opponent with rotton honey, dealing up to @1 damage. Only Bixies take damage from this attack.
ID: 11528^6
Strikes your opponent with a prismatic attack that causes up to @1 hit points in damage.
ID: 11529^6
Fills you with the spirit of Valdeholm, giving your melee attacks a chance to deal @1 damage to giant shades.
ID: 11530^6
Strikes your opponent with a stun attack that causes up to @1 hit points in damage.
ID: 11531^6
Cloaks you in a shimmering illusion that makes you appear to be a Drakkin.
ID: 11532^6
Increases your maximum hit points by #3 for up to %z.
ID: 11533^6
Strikes the Shades of Zek with the wrath of Valdeholm.
ID: 11534^6
Strikes the Shades of Zek with the wrath of Valdeholm.
ID: 11535^6
Strikes the undead with strands of undeath.
ID: 11536^6
Strikes the undead with strands of undeath.
ID: 11537^6
Increases all of your stats by up to @1.
ID: 11538^6
Has a chance to add a spell effect to melee attacks.
ID: 11539^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 11540^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 11541^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 11542^6
Grants your melee attacks a chance to strike targets with additional magical attacks.
ID: 11543^6
Grants your melee attacks a chance to strike targets with additional magical attacks.
ID: 11544^6
Increases your spell resistances for up to %z.
ID: 11545^6
Fills you with the spirit of the wolf, increasing your movement speed.
ID: 11546^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2. Increases attack power.
ID: 11547^6
Increases your reaction speed, allowing you to evade attacks more easily.
ID: 11548^6
Fills you with the spirit of the mist wolf, increasing your movement speed and granting you invisibility for up to %z.
ID: 11549^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2. Allows melee attacks to do additional damage to Shades of Zek.
ID: 11550^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2. Increases attack power.
ID: 11551^6
Mesmerises the undead.
ID: 11552^6
A sharp whistle will summon a loyal and faithful companion to attack your enemies.
ID: 11553^6
Briefly stuns your target.
ID: 11556^6
Cloaks you in a shimmering illusion that makes you appear to be a Goblin. Increases resistance to cold.
ID: 11560^6
Right click to open the gift box.
ID: 11563^6
Reach into the bucket and pull out a handful of bait.
ID: 11567^6
Shatters the phosphene cluster into smaller shards.
ID: 11571^6
Creates a stasis shield that protects and rejuvenates. The urn bears the mark of Head Attendant Haestus in Katta Castrum, indicating his promise to refill the urn should it ever become empty.
ID: 11572^6
Cloaks you in a chilling illusion that makes you appear to be a Spectre. This spell also grants infravision and see invis.
ID: 11573^6
Summons a Lunar Fungus, removing the need to breathe.
ID: 11574^6
Useful for catching troublesome faeries and pixies in Greater Faydark and releasing them in Lesser Faydark.
ID: 11575^6
Throw a pie at someone! This only works in Toxxulia on other pie throwers in scarecrow costumes.
ID: 11576^6
The flames of this torch can scare the undead to... death.
ID: 11580^6
Engulfs you in the illusion of a fire bone skeleton.
ID: 11581^6
Infuses your blood with fire and vitality of Solteris. Healing you for #1 hit points.
ID: 11582^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 11583^6
Engulfs your body in protection of Solteris, which will sometimes stun attackers when you are struck in melee combat.
ID: 11584^6
Invokes your pact with the Mistwalker, summoning the pack to maul your target.
ID: 11585^6
Corrupts your flesh in a horrific manner, sometimes draining the life of those who dare attack you.
ID: 11586^6
Briefly surrounds your target in the light of Solteris that causes damage to anything that attacks them with physical or magic damage. After several strikes the effect will fade.
ID: 11587^6
Removes beneficial magical effects from your target.
ID: 11588^6
Heightens your reflexes, increasing your AC and chance to double attack, and making you immune to stuns for the next %z.
ID: 11589^6
Coats your blade with the corrupted poison from the fangs of Irrissa, causing your target to take damage if struck.
ID: 11590^6
Reduces the resistance rate of most spells with a duration for %z. This effect works on spells up to level #2.
ID: 11591^6
Imbues your pet with a corrupted spirit, allowing it to drain life when it attacks.
ID: 11592^6
Reduces the mana cost on your next spell to 1 mana. This bonus will not apply to spells over level #3.
ID: 11593^6
Grants your pet enlightenment and vitality, allowing it to heal more rapidly and make more damaging attacks.
ID: 11594^6
Reduces the resistance rate of most spells with a duration for %z. This effect works on spells up to level #2.
ID: 11595^6
Fills your warder with the spirit of Solteris increasing their rate of healing, as well as providing them a chance to perform a damaging magical attack.
ID: 11596^6
Burns away your target's defenses, decreasing their armor class for %z.
ID: 11597^6
A cloud of butterflies swarms around you, increasing the damage from magic based spells by #1.
ID: 11598^6
Changes the looks of your pet.
ID: 11599^6
Used to create a steamwork disguise.
ID: 11609^6
A powerful flame that can start almost any fire.
ID: 11615^6
This ability channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration.
ID: 11616^6
This ability channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration.
ID: 11617^6
This ability channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration.
ID: 11624^6
This ability will summon an improved familiar that is an upgrade from the greater familiar. This improved familiar is higher in level, has more hit points, and is very resistant to all spells. Additional ranks will call forth a familiar that provides eve
ID: 11625^6
This ability provides you with a familiar that strengthens the effects of your fire-based spells. Additional ranks allows the familiar to strengthen higher level spells.
ID: 11626^6
This ability provides you with a familiar that strengthens the effects of your ice-based spells. Additional ranks allows the familiar to strengthen higher level spells.
ID: 11627^6
This ability provides you with a familiar that strengthens the effects of your magic-based spells. Additional ranks allows the familiar to strengthen higher level spells.
ID: 11630^6
By focusing your songs on an enemy, you can weaken their ability to defend themselves, increasing the damage they take from attacks. After 30 seconds, the song builds to a crescendo causing massive damage to the target. Additional ranks inflict more dam
ID: 11631^6
By focusing your songs on an enemy, you can weaken their ability to defend themselves, increasing the damage they take from attacks. After 30 seconds, the song builds to a crescendo causing massive damage to the target. Additional ranks inflict more dam
ID: 11632^6
By focusing your songs on an enemy, you can weaken their ability to defend themselves, increasing the damage they take from attacks. After 30 seconds, the song builds to a crescendo causing massive damage to the target. Additional ranks inflict more dam
ID: 11638^6
Cloaks you in a shimmering illusion that makes you appear to be a violet Sporali.
ID: 11639^6
This ability gives you an alternate form of Spirit of the Wood that channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration a
ID: 11640^6
This ability gives you an alternate form of Spirit of the Wood that channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration a
ID: 11641^6
This ability gives you an alternate form of Spirit of the Wood that channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration a
ID: 11642^6
Through use of this ability, the shaman can call upon their ancestors to fill their group with strength and healing.
ID: 11643^6
Through use of this ability, the shaman can call upon their ancestors to fill their group with strength and healing.
ID: 11644^6
Through use of this ability, the shaman can call upon their ancestors to fill their group with strength and healing.
ID: 11648^6
You summon forth Guardian Blades to throw at your victims.
ID: 11649^6
You summon forth Frozen Tears to throw at your victims.
ID: 11651^6
Your friends welcome you to bask in the glory of their triumph over King Odeen.
ID: 11652^6
Your friends welcome you to bask in the glory of their triumph over Lorekeeper Grenwald and Hearol the Tactician.
ID: 11653^6
Your friends welcome you to bask in the glory of their triumph over Vergalid.
ID: 11654^6
Your friends welcome you to bask in the glory of their triumph over Stitch and Sothgar.
ID: 11655^6
Expels your target, burying them back in their grave.
ID: 11657^6
Cloaks you in a festive costume to fool and frighten your friends.
ID: 11658^6
Cleanses your target of a blood curse.
ID: 11743^6
Summons a fast golden wurm mount.
ID: 11744^6
Summons a very fast golden wurm mount. Additionally offers a mount blessing which increases your maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 120.
ID: 11746^6
Releases an energy that stabilizes certain unstable teleport devices.
ID: 11747^6
Cloaks you in a shimmering illusion that makes you appear to be a fairy.
ID: 11748^6
Covers you in the runes of the ages, which will absorb #1 incoming spell damage and #1 melee damage while also silencing you.
ID: 11749^6
This miracle of modern magic will restore #1 hit points, #1 mana, and #1 endurance to the imbiber.
ID: 11750^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 11751^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 11752^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 11753^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z and healing #4 hit points immediately and #5 hit points every 6 seconds until the effect fades.
ID: 11754^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z and healing #4 hit points immediately and #5 hit points every 6 seconds until the effect fades.
ID: 11755^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z and healing #4 hit points immediately and #5 hit points every 6 seconds until the effect fades.
ID: 11756^6
Blesses the land beneath your feet. The consecrated ground will harm any undead that attempts to traverse that area, and the blessing also has a chance to stun them. The damage from consecrated ground will not break mesmerization effects.
ID: 11757^6
Blesses the land beneath your feet. The consecrated ground will harm any undead that attempts to traverse that area, and the blessing also has a chance to stun them. The damage from consecrated ground will not break mesmerization effects.
ID: 11758^6
Blesses the land beneath your feet. The consecrated ground will harm any undead that attempts to traverse that area, and the blessing also has a chance to stun them. The damage from consecrated ground will not break mesmerization effects.
ID: 11763^6
Places the blood of the martyr on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target. Those afflicted with the blood of the martyr can spread it to others nearby.
ID: 11764^6
Places the blood of the martyr on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target. Those afflicted with the blood of the martyr can spread it to others nearby.
ID: 11765^6
Places the blood of the martyr on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target. Those afflicted with the blood of the martyr can spread it to others nearby.
ID: 11766^6
Causes your target's skin to sprout bladed fern fronds. This effect will cause #10 damage to any creatures that strike them. There is a chance that the spikes will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 11767^6
Causes your target's skin to sprout bladed fern fronds. This effect will cause #10 damage to any creatures that strike them. There is a chance that the spikes will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 11768^6
Causes your target's skin to sprout bladed fern fronds. This effect will cause #10 damage to any creatures that strike them. There is a chance that the spikes will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 11770^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 11771^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 11772^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 11773^6
Creates a Fulkitcher Weave. This shamanistic totem can be invoked to protect your group from corruption by bestowing a protection that will prevent the next corruption-based spell from affecting them. Due to the concentration required, the ancestral magic of the Fulkitcher Weave can only be invoked after a rest interval.
ID: 11774^6
Creates a Fulkitcher Weave. This shamanistic totem can be invoked to protect your group from corruption by bestowing a protection that will prevent the next corruption-based spell from affecting them. Due to the concentration required, the ancestral magic of the Fulkitcher Weave can only be invoked after a rest interval.
ID: 11775^6
Creates a Fulkitcher Weave. This shamanistic totem can be invoked to protect your group from corruption by bestowing a protection that will prevent the next corruption-based spell from affecting them. Due to the concentration required, the ancestral magic of the Fulkitcher Weave can only be invoked after a rest interval.
ID: 11776^6
Fills your target's veins with the Nectar of Agony, causing #2 damage every 6 seconds for %z. Due to the nature of the nectar, the damage done will decay over time.
ID: 11777^6
Fills your target's veins with the Nectar of Agony, causing #2 damage every 6 seconds for %z. Due to the nature of the nectar, the damage done will decay over time.
ID: 11778^6
Fills your target's veins with the Nectar of Agony, causing #2 damage every 6 seconds for %z. Due to the nature of the nectar, the damage done will decay over time.
ID: 11779^6
Calls forth ancient spirits of renewal that will heal your group by #1 every 6 seconds for %z.
ID: 11780^6
Calls forth ancient spirits of renewal that will heal your group by #1 every 6 seconds for %z.
ID: 11781^6
Calls forth ancient spirits of renewal that will heal your group by #1 every 6 seconds for %z.
ID: 11782^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 11783^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 11784^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 11789^6
Fills your target's veins with Kedgefish Venom. This venom will inflict up to @2 damage every 6 seconds for %z. The damage inflicted by Kedgefish Venom will decay over time.
ID: 11790^6
Fills your target's veins with Kedgefish Venom. This venom will inflict up to @2 damage every 6 seconds for %z. The damage inflicted by Kedgefish Venom will decay over time.
ID: 11791^6
Fills your target's veins with Kedgefish Venom. This venom will inflict up to @2 damage every 6 seconds for %z. The damage inflicted by Kedgefish Venom will decay over time.
ID: 11792^6
Creates an Umbra Orb by consuming the life energy of your target, inflicting #1 damage. The energy stored in the Umbra Orb can be used to heal your companions.
ID: 11793^6
Creates an Umbra Orb by consuming the life energy of your target, inflicting #1 damage. The energy stored in the Umbra Orb can be used to heal your companions.
ID: 11794^6
Creates an Umbra Orb by consuming the life energy of your target, inflicting #1 damage. The energy stored in the Umbra Orb can be used to heal your companions.
ID: 11798^6
Places a frightening Bonestitch Fetish at your location The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 11799^6
Places a frightening Bonestitch Fetish at your location The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 11800^6
Places a frightening Bonestitch Fetish at your location The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 11804^6
Steals up to #3 mana from your target and uses it to restore your group mates' mana.
ID: 11805^6
Steals up to #3 mana from your target and uses it to restore your group mates' mana.
ID: 11806^6
Steals up to #3 mana from your target and uses it to restore your group mates' mana.
ID: 11810^6
Immolates your target in a Pyre of the Fallen, causing #1 damage every six seconds for %z.
ID: 11811^6
Immolates your target in a Pyre of the Fallen, causing #1 damage every six seconds for %z.
ID: 11812^6
Immolates your target in a Pyre of the Fallen, causing #1 damage every six seconds for %z.
ID: 11816^6
Calls forth a beam of molten slag that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 11817^6
Calls forth a beam of molten slag that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 11818^6
Calls forth a beam of molten slag that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 11819^6
Cloaks your pet in an iceflame body. This enhancement will damage any creature that strikes your pet, and it also grants your pet a chance to damage enemies in melee with an iceflame strike. The iceflame strike will cloak your pet in a protective aura that absorbs two incoming attacks.
ID: 11820^6
Cloaks your pet in an iceflame body. This enhancement will damage any creature that strikes your pet, and it also grants your pet a chance to damage enemies in melee with an iceflame strike. The iceflame strike will cloak your pet in a protective aura that absorbs two incoming attacks.
ID: 11821^6
Cloaks your pet in an iceflame body. This enhancement will damage any creature that strikes your pet, and it also grants your pet a chance to damage enemies in melee with an iceflame strike. The iceflame strike will cloak your pet in a protective aura that absorbs two incoming attacks.
ID: 11825^6
Summons a rampaging elemental servant that will relentlessly attack your target for @1 seconds.
ID: 11826^6
Summons a rampaging elemental servant that will relentlessly attack your target for @1 seconds.
ID: 11827^6
Summons a rampaging elemental servant that will relentlessly attack your target for @1 seconds.
ID: 11828^6
Weaves mana into a bolt of burning energy, inflicting @1 damage. There is a chance that the pattern of this weave can be harnessed to increase the effect of your next direct damage spell. There is also a chance that the pattern will become unstable and reduce the effect of your direct damage spells for a brief time.
ID: 11829^6
Weaves mana into a bolt of burning energy, inflicting @1 damage. There is a chance that the pattern of this weave can be harnessed to increase the effect of your next direct damage spell. There is also a chance that the pattern will become unstable and reduce the effect of your direct damage spells for a brief time.
ID: 11830^6
Weaves mana into a bolt of burning energy, inflicting @1 damage. There is a chance that the pattern of this weave can be harnessed to increase the effect of your next direct damage spell. There is also a chance that the pattern will become unstable and reduce the effect of your direct damage spells for a brief time.
ID: 11831^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 11832^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 11833^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 11834^6
Calls forth a beam of pure sunfire that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 11835^6
Calls forth a beam of pure sunfire that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 11836^6
Calls forth a beam of pure sunfire that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 11839^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic flame or a claw of ice, but there is also a chance your target will be struck by pure wildmagic. Pure wildmagic is especially damaging and difficult to resist.
ID: 11840^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic flame or a claw of ice, but there is also a chance your target will be struck by pure wildmagic. Pure wildmagic is especially damaging and difficult to resist.
ID: 11841^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic flame or a claw of ice, but there is also a chance your target will be struck by pure wildmagic. Pure wildmagic is especially damaging and difficult to resist.
ID: 11842^6
ID: 11843^6
ID: 11844^6
ID: 11845^6
Dispels up to two beneficial enchantments affecting your target.
ID: 11846^6
Dispels up to two beneficial enchantments affecting your target.
ID: 11847^6
Dispels up to two beneficial enchantments affecting your target.
ID: 11851^6
Strikes your target with the force of water, briefly stunning them. This effect works on creatures up to level @1.
ID: 11852^6
Strikes your target with the force of water, briefly stunning them. This effect works on creatures up to level @1.
ID: 11853^6
Strikes your target with the force of water, briefly stunning them. This effect works on creatures up to level @1.
ID: 11854^6
Covers your body in the Armor of Righteousness, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 11855^6
Covers your body in the Armor of Righteousness, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 11856^6
Covers your body in the Armor of Righteousness, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 11857^6
Coaxes an undead creature to return to the grave, inflicting #1 damage. There is a chance that the Burial Rites will lower their armor class and render them susceptible to melee attacks for a brief time.
ID: 11858^6
Coaxes an undead creature to return to the grave, inflicting #1 damage. There is a chance that the Burial Rites will lower their armor class and render them susceptible to melee attacks for a brief time.
ID: 11859^6
Coaxes an undead creature to return to the grave, inflicting #1 damage. There is a chance that the Burial Rites will lower their armor class and render them susceptible to melee attacks for a brief time.
ID: 11863^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a Marrowthirst Strike. The Marrowthirst Strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 11864^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a Marrowthirst Strike. The Marrowthirst Strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 11865^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a Marrowthirst Strike. The Marrowthirst Strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 11866^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 11867^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 11868^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 11869^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 11870^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 11871^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 11873^6
An ancient war song that increases your attack speed, melee damage, proc chance, and attack rating.
ID: 11874^6
An ancient war song that increases your attack speed, melee damage, proc chance, and attack rating.
ID: 11875^6
An ancient war song that increases your attack speed, melee damage, proc chance, and attack rating.
ID: 11876^6
The staccato rhythms of this beat help shield your nearby allies from the effects of corruption.
ID: 11877^6
The staccato rhythms of this beat help shield your nearby allies from the effects of corruption.
ID: 11878^6
The staccato rhythms of this beat help shield your nearby allies from the effects of corruption.
ID: 11879^6
Those that hear the wondrous warble move with a bird-like precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 11880^6
Those that hear the wondrous warble move with a bird-like precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 11881^6
Those that hear the wondrous warble move with a bird-like precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 11885^6
Covers your group in runes of the Kedge, which will absorb #1 incoming damage. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 11886^6
Covers your group in runes of the Kedge, which will absorb #1 incoming damage. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 11887^6
Covers your group in runes of the Kedge, which will absorb #1 incoming damage. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 11891^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 11892^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 11893^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 11897^6
Strangles your target's brain, causing #4 damage every 6 seconds for %z. The phobiate steals up to #2 mana from your target and uses it to restore your own.
ID: 11898^6
Strangles your target's brain, causing #4 damage every 6 seconds for %z. The phobiate steals up to #2 mana from your target and uses it to restore your own.
ID: 11899^6
Strangles your target's brain, causing #4 damage every 6 seconds for %z. The phobiate steals up to #2 mana from your target and uses it to restore your own.
ID: 11903^6
Places an aura of recursive mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana recursion strike. Mana recursion strikes have a 10 percent chance to strike the target repeatedly. Mana recursion strikes generate little to no anger.
ID: 11904^6
Places an aura of recursive mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana recursion strike. Mana recursion strikes have a 10 percent chance to strike the target repeatedly. Mana recursion strikes generate little to no anger.
ID: 11905^6
Places an aura of recursive mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana recursion strike. Mana recursion strikes have a 10 percent chance to strike the target repeatedly. Mana recursion strikes generate little to no anger.
ID: 11909^6
Distracts your opponent with a bright flash, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist. Due to the concentration required, Perplexing Flash can only be invoked after a rest interval.
ID: 11910^6
Distracts your opponent with a bright flash, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist. Due to the concentration required, Perplexing Flash can only be invoked after a rest interval.
ID: 11911^6
Distracts your opponent with a bright flash, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist. Due to the concentration required, Perplexing Flash can only be invoked after a rest interval.
ID: 11913^6
Sacrifices endurance to receive a second wind, allowing you an increased endurance regeneration of #1 every 6 seconds for %z.
ID: 11914^6
Sacrifices endurance to receive a second wind, allowing you an increased endurance regeneration of #1 every 6 seconds for %z.
ID: 11915^6
Sacrifices endurance to receive a second wind, allowing you an increased endurance regeneration of #1 every 6 seconds for %z.
ID: 11916^6
Attacks your foe with a brutal onslaught, causing all of your critical hits to become powerful crippling blows.
ID: 11917^6
Attacks your foe with a brutal onslaught, causing all of your critical hits to become powerful crippling blows.
ID: 11918^6
Attacks your foe with a brutal onslaught, causing all of your critical hits to become powerful crippling blows.
ID: 11922^6
Strengthens the skin on your hands, allowing you to perform especially damaging special attacks for %z.
ID: 11923^6
Strengthens the skin on your hands, allowing you to perform especially damaging special attacks for %z.
ID: 11924^6
Strengthens the skin on your hands, allowing you to perform especially damaging special attacks for %z.
ID: 11925^6
Pinpoints the vulnerabilities of your target, increasing the damage they take from backstabs attacks by #4 percent for %z.
ID: 11926^6
Pinpoints the vulnerabilities of your target, increasing the damage they take from backstabs attacks by #4 percent for %z.
ID: 11927^6
Pinpoints the vulnerabilities of your target, increasing the damage they take from backstabs attacks by #4 percent for %z.
ID: 11928^6
Launches a volley of four axes at your target.
ID: 11929^6
Launches a volley of four axes at your target.
ID: 11930^6
Launches a volley of four axes at your target.
ID: 11936^6
Absorbs the next #2 melee or spell strikes.
ID: 11937^6
Lowers resistances to cold, magic, poison, and fire.
ID: 11975^6
Unleashes the Flame of Marnek. Only Marnek could unleash the full fury of this ability, but perhaps it could still be used to combat his magic.
ID: 11976^6
Protects your group from corruption by bestowing a protection that will prevent the next corruption-based spell from affecting them.
ID: 11977^6
Grants your group resistance to poison, disease, and corruption for %z.
ID: 11978^6
Grants your group resistance to poison, disease, and corruption for %z.
ID: 11979^6
Grants your group resistance to poison, disease, and corruption for %z.
ID: 11980^6
Opens a mystical portal that teleports your target to the Buried Sea.
ID: 11981^6
Opens a mystical portal that teleports your entire group to the Buried Sea.
ID: 11982^6
Opens a mystical portal that teleports you to the Buried Sea.
ID: 11983^6
Opens an arcane portal that teleports your target to Katta Castrum.
ID: 11984^6
Opens an arcane portal that teleports your entire group to Katta Castrum.
ID: 11985^6
Opens an arcane portal that teleports you to Katta Castrum.
ID: 11987^6
Summons a very fast bound ember wurm mount. Additionally offers a mount blessing which increases your fire resistance by 50, maximum endurance by 300, maximum mana by 300, and maximum health by 300.
ID: 11988^6
Summons a very fast bound frost wurm mount. Additionally offers a mount blessing which increases your cold resistance by 50, maximum endurance by 300, maximum mana by 300, and maximum health by 300.
ID: 11997^6
A swirl of cherry blossoms falls about you.
ID: 11998^6
Open the gift.
ID: 11999^6
Open the gift.
ID: 12000^1
Tuyen's Chant of Frost
ID: 12000^2
Chant
ID: 12000^3
of Frost
ID: 12000^4
A frozen chant that causes between 1 and 40 damage to an enemy and makes them more vulnerable to cold.
ID: 12001^1
Tuyen's Chant of Flame
ID: 12001^2
Chant
ID: 12001^3
of Flame
ID: 12001^4
A fiery chant that causes between 1 and 40 damage to your target every 6 seconds and makes them more vulnerable to fire.
ID: 12002^1
Chords of Dissonance
ID: 12002^2
Chords
ID: 12002^3
of Dissonance
ID: 12002^4
Clashing notes that causes damage and lowers the armor class of any nearby creature.
ID: 12003^1
Denon's Disruptive Discord
ID: 12003^2
Denon's
ID: 12003^3
Discord
ID: 12003^4
A screeching dissonance that causes to all nearby creatures and lowers their armor class.
ID: 12004^1
Fufil's Curtailing Chant
ID: 12004^2
Fufil's
ID: 12004^3
Chant
ID: 12004^4
A magical chant that causes damage to an enemy and makes them more vulnerable to magic.
ID: 12005^1
Brusco's Boastful Bellow
ID: 12005^2
Brusco's
ID: 12005^3
Bellow
ID: 12005^4
A great bellow that causes damage to your opponent and potentially interrupts their casting.
ID: 12006^1
Denon's Desperate Dirge
ID: 12006^2
Denon's
ID: 12006^3
Dirge
ID: 12006^4
A dark dirge that causes damage to all enemies in an area around your target.
ID: 12007^1
Jaxan's Jig o` Vigor
ID: 12007^2
Jaxan's
ID: 12007^3
Jig
ID: 12007^4
A simple jig which fills your group with energy, regenerating their stamina.
ID: 12008^1
Hymn of Restoration
ID: 12008^2
Hymn
ID: 12008^3
of Resto.
ID: 12008^4
A gentle melody that encourages your group's wounds to heal faster.
ID: 12009^1
Cassindra's Chorus of Clarity
ID: 12009^2
Cassindra's
ID: 12009^3
Chorus
ID: 12009^4
A quiet chorus that clears the minds of your group, allowing them to regenerate their mana faster.
ID: 12010^1
Elemental Rhythms
ID: 12010^2
Elemental
ID: 12010^3
Rhythms
ID: 12010^4
A mystic tune that offers your group protection from fire, ice, and magic.
ID: 12011^1
Purifying Rhythms
ID: 12011^2
Purifying
ID: 12011^3
Rhythms
ID: 12011^4
A mystic tune that offers your group protection from poison, disease, and magic.
ID: 12012^1
Guardian Rhythms
ID: 12012^2
Guardian
ID: 12012^3
Rhythms
ID: 12012^4
A mystic tune that offers your group protection from magic and increases their armor class.
ID: 12013^1
Psalm of Mystic Shielding
ID: 12013^2
Psalm of
ID: 12013^3
M. Shield
ID: 12013^4
A mystic psalm enfolds your group, protecting them from magic as well as regenerating their health.
ID: 12014^1
Cassindra's Elegy
ID: 12014^2
Cassindra's
ID: 12014^3
Elegy
ID: 12014^4
A quiet elegy that bolsters the intelligence and wisdom of your group.
ID: 12015^1
Cinda's Charismatic Carillon
ID: 12015^2
Cinda's
ID: 12015^3
Carillon
ID: 12015^4
A quiet tune that improves your faction standing with all creatures associated with your target.
ID: 12016^1
Psalm of Warmth
ID: 12016^2
Psalm
ID: 12016^3
of Warmth
ID: 12016^4
This psalm surrounds your group in an aura of fire, granting them protection from cold, as well as harming anything that attacks them.
ID: 12017^1
Psalm of Vitality
ID: 12017^2
Psalm
ID: 12017^3
of Vitality
ID: 12017^4
This psalm surrounds your group in an aura of vitality, affording them protection from disease, as well as harming anything that attacks them.
ID: 12018^1
Psalm of Cooling
ID: 12018^2
Psalm
ID: 12018^3
of Cooling
ID: 12018^4
This psalm surrounds your group in an aura of cold, affording them protection from fire, as well as harming anything that attacks them.
ID: 12019^1
Psalm of Purity
ID: 12019^2
Psalm
ID: 12019^3
of Purity
ID: 12019^4
This psalm surrounds your group in an aura of purity, affording them protection from poison, as well as harming anything that attacks them.
ID: 12020^1
Jonthan's Whistling Warsong
ID: 12020^2
Jonthan's
ID: 12020^3
Warsong
ID: 12020^4
An ancient war song that speeds your attacks and raises your armor class and strength.
ID: 12021^1
Jonthan's Provocation
ID: 12021^2
Jonthan's
ID: 12021^3
Provocation
ID: 12021^4
An ancient war song that increases your attack speed, strength, and attack rating.
ID: 12022^1
Chant of Battle
ID: 12022^2
Chant
ID: 12022^3
of Battle
ID: 12022^4
A simple tune that increases the strength, dexterity, and armor class of group members.
ID: 12023^1
Anthem de Arms
ID: 12023^2
Anthem
ID: 12023^3
de Arms
ID: 12023^4
An ancient anthem that increases the strength and attack rate of your group.
ID: 12024^1
Vilia's Verses of Celerity
ID: 12024^2
Verses
ID: 12024^3
of Celerity
ID: 12024^4
An energetic verse which hastens the attack speed of your group.
ID: 12025^1
McVaxius' Berserker Crescendo
ID: 12025^2
Berserker
ID: 12025^3
Crescendo
ID: 12025^4
A crescendo that increases your group's attack speed, as well as increasing their strength and armor class.
ID: 12026^1
Verses of Victory
ID: 12026^2
Verses
ID: 12026^3
of Victory
ID: 12026^4
A victorious verse that fills the arms of your group with energy, increasing their attack rate, strength, and agility.
ID: 12027^1
Shauri's Sonorous Clouding
ID: 12027^2
Shauri's
ID: 12027^3
Clouding
ID: 12027^4
This sonnet surrounds your body with a light fog, allowing you to slip by many creatures undetected. This song also allows you to see invisible creatures.
ID: 12028^1
Agilmente's Aria of Eagles
ID: 12028^2
Agilmente's
ID: 12028^3
Aria
ID: 12028^4
An aria that allows your group to levitate for a short time.
ID: 12029^1
Lyssa's Cataloging Libretto
ID: 12029^2
Lyssa's
ID: 12029^3
Libretto
ID: 12029^4
An ancient tune that provides arcane information about the item that your target is holding.
ID: 12030^1
Lyssa's Locating Lyric
ID: 12030^2
Lyssa's
ID: 12030^3
Locating Lyric
ID: 12030^4
A clairvoyant chorus which points you towards your target's nearest corpse. If nothing is targeted then it will point you to the closest corpse of any kind.
ID: 12031^1
Tarew's Aquatic Ayre
ID: 12031^2
Tarew's
ID: 12031^3
Aquatic Ayre
ID: 12031^4
A song that surrounds your head with a cloud of air bubbles, allowing you to breathe underwater indefinitely.
ID: 12032^1
Niv's Melody of Preservation
ID: 12032^2
Melody
ID: 12032^3
of Pres.
ID: 12032^4
A melody that offers your group protection from spell damage as well as increasing their strength and health regeneration.
ID: 12033^1
Selo's Accelerando
ID: 12033^2
Selo's
ID: 12033^3
Accelerando
ID: 12033^4
The quick pace of this song fills your feet with speed, increasing the movement rate of your group.
ID: 12034^1
Melanie's Mellifluous Motion
ID: 12034^2
Melanie's
ID: 12034^3
Motion
ID: 12034^4
A chaotic chorus that causes your group to randomly teleport short distances.
ID: 12035^1
Lyssa's Solidarity of Vision
ID: 12035^2
Solidarity
ID: 12035^3
of Vision
ID: 12035^4
This song weaves a magical mesh around your eyes, allowing you to see what your target sees.
ID: 12036^1
Lyssa's Veracious Concord
ID: 12036^2
Veracious
ID: 12036^3
Concord
ID: 12036^4
This song grants your group the ability to see invisible beings, as well as greatly enhancing night vision.
ID: 12037^1
Kelin's Lugubrious Lament
ID: 12037^2
Kelin's
ID: 12037^3
Lament
ID: 12037^4
A sad song that calms the aggressive nature of many creatures. Affects creatures up to level 60.
ID: 12038^1
Solon's Song of the Sirens
ID: 12038^2
Song of
ID: 12038^3
the Sirens
ID: 12038^4
An enticing melody that charms the target, allowing you to command it.
ID: 12039^1
Solon's Bewitching Bravura
ID: 12039^2
Bewitching
ID: 12039^3
Bravura
ID: 12039^4
A bewitching melody that charms the target, allowing you to command it.
ID: 12040^1
Syvelian's Anti-Magic Aria
ID: 12040^2
Anti-Magic
ID: 12040^3
Aria
ID: 12040^4
An aria that can strip away magical effects from your target.
ID: 12041^1
Alenia's Disenchanting Melody
ID: 12041^2
Disenchant
ID: 12041^3
Melody
ID: 12041^4
A melody that strips the magical effects from everyone in your group.
ID: 12042^1
Kelin's Lucid Lullaby
ID: 12042^2
Lucid
ID: 12042^3
Lullaby
ID: 12042^4
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level 30.
ID: 12043^1
Crission's Pixie Strike
ID: 12043^2
Pixie
ID: 12043^3
Strike
ID: 12043^4
A quiet lullaby that causes your target to fall into a magical sleep. Affects creatures up to level 45.
ID: 12044^1
Angstlich's Appalling Screech
ID: 12044^2
Appalling
ID: 12044^3
Screech
ID: 12044^4
A terrifying screech that causes nearby enemies to run in terror.
ID: 12045^1
Denon's Dissension
ID: 12045^2
Denon's
ID: 12045^3
Dissension
ID: 12045^4
A harsh dissonance that assails the minds of all nearby creatures, draining their mana.
ID: 12046^1
Largo's Melodic Binding
ID: 12046^2
Melodic
ID: 12046^3
Binding
ID: 12046^4
This melody encompasses all nearby creatures in magical bonds, slowing their attack speed.
ID: 12047^1
Selo's Chords of Cessation
ID: 12047^2
Chords
ID: 12047^3
Cessation
ID: 12047^4
A collection of chords that binds nearby enemies in magical cords, slowing their attacks and causing them damage.
ID: 12048^1
Selo's Consonant Chain
ID: 12048^2
Consonate
ID: 12048^3
Chain
ID: 12048^4
This song engulfs your target in magical bonds, slowing their movement and attack speed.
ID: 12049^1
Hammer of Requital
ID: 12049^2
Hammer
ID: 12049^3
of Requital
ID: 12049^4
Summons a magical hammer that is particularly adept at smiting undead.
ID: 12050^1
Word of Souls
ID: 12050^2
Word
ID: 12050^3
of Souls
ID: 12050^4
A forbidden word that causes between 30 and 155 damage to all nearby enemies.
ID: 12051^1
Earthquake
ID: 12051^2
Earthquake
ID: 12051^4
Causes the earth to tremble around you, causing between 90 and 246 damage to all nearby enemies.
ID: 12052^1
Word Divine
ID: 12052^2
Word
ID: 12052^3
Divine
ID: 12052^4
A forbidden word that causes 339 damage to all nearby enemies.
ID: 12053^1
Strike
ID: 12053^2
Strike
ID: 12053^4
Calls upon the power of the gods to strike your target, causing between 8 and 10 damage.
ID: 12053^6
Jonathan Caraker's Buff (Copycat)
ID: 12054^1
Furor
ID: 12054^2
Furor
ID: 12054^4
Calls upon the furor of the gods to strike your target, causing between 20 and 33 damage.
ID: 12055^1
Smite
ID: 12055^2
Smite
ID: 12055^4
Calls upon the power of the gods to smite your target, causing between 60 and 88 damage.
ID: 12056^1
Wrath
ID: 12056^2
Wrath
ID: 12056^4
Calls upon the wrath of the gods to strike your target, inflicting between 90 and 176 damage.
ID: 12057^1
Retribution
ID: 12057^2
Retribution
ID: 12057^4
Calls upon the retribution of the gods to strike your target, causing between 240 and 390 damage.
ID: 12058^1
Sound of Force
ID: 12058^2
Sound
ID: 12058^3
of Force
ID: 12058^4
Strikes an enemy with holy might, briefly stunning them and causing 220 hit points of damage. This spell works on creatures up to level 55.
ID: 12058^6
Clockwork gears whir and stir as a gnomish recharge kit unfolds.
ID: 12059^1
Banish Summoned
ID: 12059^2
Banish
ID: 12059^3
Summoned
ID: 12059^4
A burst of holy power that inflicts between 400 and 540 damage to a summoned target.
ID: 12060^1
Abolish Poison
ID: 12060^2
Abolish
ID: 12060^3
Poison
ID: 12060^4
Removes toxin from your target's system, curing them of major poisons.
ID: 12061^1
Word of Healing
ID: 12061^2
Word
ID: 12061^3
of Healing
ID: 12061^4
Mends the wounds of everyone in your group, healing between 208 and 758 hit points.
ID: 12062^1
Complete Heal
ID: 12062^2
Complete
ID: 12062^3
Heal
ID: 12062^4
Completely heals your target of all wounds up to 7500 hit points.
ID: 12063^1
Resuscitate
ID: 12063^2
Resuscitate
ID: 12063^4
Revives a slain ally, restoring 60 percent of their lost experience. It takes some time for the recently revived to fully recover.
ID: 12064^1
Bravery
ID: 12064^2
Bravery
ID: 12064^4
Provides your target with a sense of bravery, increasing their hit points and armor class for 45:00.
ID: 12065^1
Divine Barrier
ID: 12065^2
Divine
ID: 12065^3
Barrier
ID: 12065^4
Encases the caster in a divine aura, rendering them invulnerable to all attacks for 0:18 and healing the caster.
ID: 12066^1
Sense the Dead
ID: 12066^2
Sense
ID: 12066^3
the Dead
ID: 12066^4
Provides you with a mystical undead awareness, pointing you towards the nearest undead creature.
ID: 12067^1
Sense Summoned
ID: 12067^2
Sense
ID: 12067^3
Summoned
ID: 12067^4
Provides you with a mystical awareness, pointing you towards the nearest summoned creature.
ID: 12068^1
Wave of Fear
ID: 12068^2
Wave
ID: 12068^3
of Fear
ID: 12068^4
A booming voice fills the ears of nearby enemies, causing them to flee in terror.
ID: 12069^1
Inspire Fear
ID: 12069^2
Inspire
ID: 12069^3
Fear
ID: 12069^4
A booming voice fills your target's ears, causing them to flee in terror.
ID: 12070^1
Atone
ID: 12070^2
Atone
ID: 12070^4
Calls upon the judgment of the gods, allowing a chance for the target to forget those that have harmed them.
ID: 12071^1
Paralyzing Earth
ID: 12071^2
Paralyzing
ID: 12071^3
Earth
ID: 12071^4
Causes the earth to adhere to your target's feet, preventing them from moving for up to 3:00.
ID: 12072^1
Summon Drink
ID: 12072^2
Summon
ID: 12072^3
Drink
ID: 12072^4
Focuses mana into a globe of pure drinking water.
ID: 12073^1
Summon Food
ID: 12073^2
Summon
ID: 12073^3
Food
ID: 12073^4
Focuses mana into an edible loaf of black bread.
ID: 12074^1
Starshine
ID: 12074^2
Starshine
ID: 12074^4
Creates a stone that glows with the light of the heavens.
ID: 12075^1
Creeping Crud
ID: 12075^2
Creeping
ID: 12075^3
Crud
ID: 12075^4
Covers your target in oozing filth, causing between 20 and 49 damage every 6 seconds for 0:48.
ID: 12076^1
Ice
ID: 12076^2
Ice
ID: 12076^4
Covers your target in glistening ice, causing between 370 and 538 damage, and lowering their fire resistance.
ID: 12077^1
Avalanche
ID: 12077^2
Avalanche
ID: 12077^4
Calls down a hailstorm from the sky, causing three waves of 125 damage to all creatures near your target.
ID: 12078^1
Burst of Flame
ID: 12078^2
Burst
ID: 12078^3
of Flame
ID: 12078^4
Creates a ball of fire that burns your target, doing between 3 and 5 damage.
ID: 12079^1
Starfire
ID: 12079^2
Starfire
ID: 12079^4
Ignites your target's skin, doing between 500 and 634 damage.
ID: 12080^1
Fire
ID: 12080^2
Fire
ID: 12080^4
Ignites your target's skin, doing 392 damage, and lowering their ice resistance for 0:18.
ID: 12081^1
Dizzying Wind
ID: 12081^2
Dizzying
ID: 12081^3
Wind
ID: 12081^4
Summons a whirling wind to stun your target, also doing between 65 and 95 damage.
ID: 12082^1
Lightning Blast
ID: 12082^2
Lightning
ID: 12082^3
Blast
ID: 12082^4
Calls down lightning from the sky, causing between 477 and 477 damage to all those in the vicinity of your target.
ID: 12083^1
Savage Spirit
ID: 12083^2
Savage
ID: 12083^3
Spirit
ID: 12083^4
Fills your pet with a savage spirit, increasing their attack speed, strength, and armor class.
ID: 12084^1
Regeneration
ID: 12084^2
Regeneration
ID: 12084^4
Hastens your target's natural healing, regenerating 5 hit points every 6 seconds.
ID: 12085^1
Pack Chloroplast
ID: 12085^2
Pack
ID: 12085^3
Chloroplast
ID: 12085^4
Hastens your groups natural healing, allowing them to recover hit points faster.
ID: 12086^1
Endure Magic
ID: 12086^2
Endure
ID: 12086^3
Magic
ID: 12086^4
Surrounds your target with an aura of protection, warding away magic for 27:00.
ID: 12087^1
Strength of Stone
ID: 12087^2
Strength
ID: 12087^3
of Stone
ID: 12087^4
Fills your target with the power of the stone, increasing their strength for 36:00.
ID: 12088^1
Shield of Barbs
ID: 12088^2
Shield
ID: 12088^3
of Barbs
ID: 12088^4
Surrounds your target in a shield of barbs that causes damage to anything that strikes them for 15:00.
ID: 12089^1
Treeform
ID: 12089^2
Treeform
ID: 12089^4
Transforms you into a stout tree, preventing movement, but increasing your regeneration.
ID: 12090^1
Scale of Wolf
ID: 12090^2
Scale
ID: 12090^3
of Wolf
ID: 12090^4
Imbues your target with the spirit of a scaled wolf, increasing their movement speed for 45:00. Any attack, or spell cast by your target will break the enchantment.
ID: 12091^1
Spirit of Cheetah
ID: 12091^2
Spirit
ID: 12091^3
of Cheetah
ID: 12091^4
Imbues you with the spirit of the cheetah, greatly increasing your movement speed for 0:48.
ID: 12092^1
Form of the Great Wolf
ID: 12092^2
Form of
ID: 12092^3
G. Wolf
ID: 12092^4
Fills you with the spirit of the wild, allowing you to take the form a wolf for 2:24:00.
ID: 12093^1
Pack Spirit
ID: 12093^2
Pack
ID: 12093^3
Spirit
ID: 12093^4
Imbues your group with the spirit of the wolf, increasing their movement speed for 36:00.
ID: 12094^1
Share Wolf Form
ID: 12094^2
Share
ID: 12094^3
Wolf F.
ID: 12094^4
Fills your group with the spirit of the wild, allowing them to take the form of a wolf for 36:00.
ID: 12095^1
Sunbeam
ID: 12095^2
Sunbeam
ID: 12095^4
Calls down an intense sunbeam that blinds any creature near your target.
ID: 12096^1
Allure of the Wild
ID: 12096^2
Allure of
ID: 12096^3
the Wild
ID: 12096^4
Beckons to the animals of the wild, allowing you to control them.
ID: 12097^1
Beguile Plants
ID: 12097^2
Beguile
ID: 12097^3
Plants
ID: 12097^4
Beckons to the plants of the wild, allowing you to control them.
ID: 12098^1
Terrorize Animal
ID: 12098^2
Terrorize
ID: 12098^3
Animal
ID: 12098^4
Incites fear in an animal target, causing them to flee.
ID: 12099^1
Engulfing Roots
ID: 12099^2
Engulfing
ID: 12099^3
Roots
ID: 12099^4
Commands roots to take hold of your target, doing between 10 and 160 damage, and preventing their movement for 3:00.
ID: 12100^1
Gasping Embrace
ID: 12100^2
Gasping
ID: 12100^3
Embrace
ID: 12100^4
Constricts your target's throat, causing 89 damage initially and between 39 and 89 damage every six seconds for 0:48, as well as lowering their strength and agility.
ID: 12101^1
Discordant Mind
ID: 12101^2
Discordant
ID: 12101^3
Mind
ID: 12101^4
Strikes your target with a chaotic burst of mental energy, causing between 288 and 387 damage.
ID: 12102^1
Color Skew
ID: 12102^2
Color
ID: 12102^3
Skew
ID: 12102^4
Creates a wave of intense color around you that assaults your opponent's senses, briefly stunning all nearby creatures.
ID: 12103^1
Dyn's Dizzying Draught
ID: 12103^2
Dyn's
ID: 12103^3
Draught
ID: 12103^4
Spins your target in a circle, preventing them from taking any action for a short time.
ID: 12104^1
Kintaz's Animation
ID: 12104^2
Kintaz's
ID: 12104^3
Animation
ID: 12104^4
Animates a weapon and shield to attack your enemies. Consumes a tiny dagger when cast.
ID: 12105^1
Clarity
ID: 12105^2
Clarity
ID: 12105^4
Calms your target's thoughts, allowing them to regenerate mana more quickly.
ID: 12106^1
Shadow
ID: 12106^2
Shadow
ID: 12106^4
Causes your target's image to blur, making it harder for your opponents to hit you by increasing your armor class.
ID: 12107^1
Adorning Grace
ID: 12107^2
Adorning
ID: 12107^3
Grace
ID: 12107^4
Cloaks you in adorning grace, increasing your charisma.
ID: 12108^1
Group Resist Magic
ID: 12108^2
Group
ID: 12108^3
R. Magic
ID: 12108^4
Covers your group in a protective shield, increasing their magic resistance.
ID: 12109^1
Berserker Strength
ID: 12109^2
Berserker
ID: 12109^3
Strength
ID: 12109^4
Hardens your skin and fills your arms with energy, increasing strength and absorbing damage, while also decreasing your agility.
ID: 12110^1
Brilliance
ID: 12110^2
Brilliance
ID: 12110^4
Expands your target's mind, increasing their intelligence and wisdom.
ID: 12111^1
Benevolence
ID: 12111^2
Benevolence
ID: 12111^4
Cloaks you in an amiable aura, causing creatures of your target's faction to view you more favorably.
ID: 12112^1
Feedback
ID: 12112^2
Feedback
ID: 12112^4
Wraps your target in chaotic energy that damages anything that attacks them.
ID: 12113^1
Augmentation
ID: 12113^2
Augmentation
ID: 12113^4
Fills your target with energy, increasing their attack speed, agility, and stamina regeneration.
ID: 12114^1
Minor Illusion
ID: 12114^2
Minor
ID: 12114^3
Illusion
ID: 12114^4
Cloaks you in a shimmering illusion that makes you appear to be a nearby inanimate object.
ID: 12115^1
Illusion: Tree
ID: 12115^2
Illusion:
ID: 12115^3
Tree
ID: 12115^4
Cloaks you in a shimmering illusion that makes you appear to be a Tree.
ID: 12116^1
Illusion: Earth Elemental
ID: 12116^2
Illusion:
ID: 12116^3
Earth Elem
ID: 12116^4
Cloaks you in a shimmering illusion that makes you appear to be an Earth Elemental. This spell also grants you increased strength.
ID: 12117^1
Illusion: Skeleton
ID: 12117^2
Illusion:
ID: 12117^3
Skeleton
ID: 12117^4
Cloaks you in a shimmering illusion that makes you appear to be a Skeleton.
ID: 12118^1
Illusion: Water Elemental
ID: 12118^2
Illusion:
ID: 12118^3
Water Elem
ID: 12118^4
Cloaks you in a shimmering illusion that makes you appear to be a Water Elemental, This spell also grants you magical breathing.
ID: 12119^1
Illusion: Air Elemental
ID: 12119^2
Illusion:
ID: 12119^3
Air Elem
ID: 12119^4
Cloaks you in a shimmering illusion that makes you appear to be an Air Elemental. This spell also grants you levitation.
ID: 12120^1
Illusion: Fire Elemental
ID: 12120^2
Illusion:
ID: 12120^3
Fire Elem
ID: 12120^4
Cloaks you in a shimmering illusion that makes you appear to be a Fire Elemental. This spell also provides you with a shield of flame that harms those who attack you.
ID: 12121^1
Illusion: Dry Bone
ID: 12121^2
Illusion:
ID: 12121^3
Dry Bone
ID: 12121^4
Cloaks you in a shimmering illusion that makes you appear to be a Drybone Skeleton. This spell also grants increased fire resistance.
ID: 12121^6
Instant
ID: 12122^1
Illusion: Spirit Wolf
ID: 12122^2
Illusion:
ID: 12122^3
Spirit Wolf
ID: 12122^4
Cloaks you in a shimmering illusion that makes you appear to be a Spirit Wolf.
ID: 12122^6
Causes damage over time and a short stun.
ID: 12123^1
Illusion: Werewolf
ID: 12123^2
Illusion:
ID: 12123^3
Werewolf
ID: 12123^4
Cloaks you in a shimmering illusion that makes you appear to be a Werewolf.
ID: 12123^6
Causes target to be stunned and rooted. Also causes damage over time.
ID: 12124^1
Illusion: Human
ID: 12124^2
Illusion:
ID: 12124^3
Human
ID: 12124^4
Cloaks you in a shimmering illusion that makes you appear to be a Human.
ID: 12124^6
Causes target to be unable to move and take damage over time.
ID: 12125^1
Illusion: Half-Elf
ID: 12125^2
Illusion:
ID: 12125^3
Half-Elf
ID: 12125^4
Cloaks you in a shimmering illusion that makes you appear to be a Half-Elf.
ID: 12125^6
Instant
ID: 12126^1
Illusion: Wood Elf
ID: 12126^2
Illusion:
ID: 12126^3
Wood Elf
ID: 12126^4
Cloaks you in a shimmering illusion that makes you appear to be a Wood Elf.
ID: 12126^6
Target is unable to cast spells.
ID: 12127^1
Illusion: Gnome
ID: 12127^2
Illusion:
ID: 12127^3
Gnome
ID: 12127^4
Cloaks you in a shimmering illusion that makes you appear to be a Gnome.
ID: 12127^6
Target is unable to use many melee skills.
ID: 12128^1
Illusion: Dark Elf
ID: 12128^2
Illusion:
ID: 12128^3
Dark Elf
ID: 12128^4
Cloaks you in a shimmering illusion that makes you appear to be a Dark Elf. This spell also grants you greatly improved night vision.
ID: 12128^6
Target runs away in fear.
ID: 12129^1
Illusion: High Elf
ID: 12129^2
Illusion:
ID: 12129^3
High Elf
ID: 12129^4
Cloaks you in a shimmering illusion that makes you appear to be a High Elf.
ID: 12129^6
Causes damage to target over time, while healing the caster.
ID: 12130^1
Illusion: Erudite
ID: 12130^2
Illusion:
ID: 12130^3
Erudite
ID: 12130^4
Cloaks you in a shimmering illusion that makes you appear to be an Erudite.
ID: 12130^6
Instant
ID: 12131^1
Illusion: Halfling
ID: 12131^2
Illusion:
ID: 12131^3
Halfling
ID: 12131^4
Cloaks you in a shimmering illusion that makes you appear to be a Halfling.
ID: 12131^6
Causes instant damage to target, as well as damage over time. Slows melle attacks and movement significantly.
ID: 12132^1
Illusion: Dwarf
ID: 12132^2
Illusion:
ID: 12132^3
Dwarf
ID: 12132^4
Cloaks you in a shimmering illusion that makes you appear to be a Dwarf.
ID: 12132^6
Charms target.
ID: 12133^1
Illusion: Barbarian
ID: 12133^2
Illusion:
ID: 12133^3
Barbarian
ID: 12133^4
Cloaks you in a shimmering illusion that makes you appear to be a Barbarian.
ID: 12133^6
Forces target to change locations at random.
ID: 12134^1
Illusion: Ogre
ID: 12134^2
Illusion:
ID: 12134^3
Ogre
ID: 12134^4
Cloaks you in a shimmering illusion that makes you appear to be an Ogre. This spell also grants you greatly improved night vision.
ID: 12134^6
Causes fear in the target.
ID: 12135^1
Illusion: Troll
ID: 12135^2
Illusion:
ID: 12135^3
Troll
ID: 12135^4
Cloaks you in a shimmering illusion that makes you appear to be a Troll. This spell also increases your regeneration rate slightly.
ID: 12135^6
Causes damage immediately to target, as well as over time. Slows melee speed.
ID: 12136^1
Rune IV
ID: 12136^2
Rune
ID: 12136^3
IV
ID: 12136^4
Covers your target in a shimmer of runes that absorb damage. Consumes a peridot when cast.
ID: 12136^6
Causes damage over time, lowers cold resistance and increases damage taken from cold spells.
ID: 12137^1
Berserker Spirit
ID: 12137^2
Berserker
ID: 12137^3
Spirit
ID: 12137^4
Hardens your skin and fills your arms with energy, increasing strength and absorbing damage, while also decreasing your agility.
ID: 12137^6
Causes damage over time, lowers fire resistance and increases damage taken from cold spells.
ID: 12138^1
Serpent Sight
ID: 12138^2
Serpent
ID: 12138^3
Sight
ID: 12138^4
Fills your target's eyes with the sight of the serpent, granting them improved night vision.
ID: 12138^6
Causes damage to target.
ID: 12139^1
Ultravision
ID: 12139^2
Ultravision
ID: 12139^4
Provides vastly improved night vision.
ID: 12139^6
Instant
ID: 12140^1
Cast Sight
ID: 12140^2
Cast
ID: 12140^3
Sight
ID: 12140^4
Allows you to see through your target's eyes with greatly increased night vision.
ID: 12140^6
Instant
ID: 12141^1
Eye of Confusion
ID: 12141^2
Eye of
ID: 12141^3
Confusion
ID: 12141^4
Darkens your target's sight, often causing them to run about blindly.
ID: 12141^6
Causes immediate damage and damage over time. Can cause target to die.
ID: 12142^1
Allure
ID: 12142^2
Allure
ID: 12142^4
Dominates your target's mind, allowing you to control them for a short time. This spell works on creatures up to level 51.
ID: 12142^6
Causes damage and stun.
ID: 12143^1
Curse of the Simple Mind
ID: 12143^2
Curse of
ID: 12143^3
Simple Mind
ID: 12143^4
Weakens your opponents mind, lowering their intelligence and wisdom.
ID: 12143^6
Causes damage and slows movement.
ID: 12144^1
Insipid Weakness
ID: 12144^2
Insipid
ID: 12144^3
Weakness
ID: 12144^4
Weakens your opponent, lowering their strength.
ID: 12144^6
Causes damage and blinds target.
ID: 12145^1
Weakness
ID: 12145^2
Weakness
ID: 12145^4
Weakens your opponent, lowering their strength.
ID: 12145^6
Pulls target toward caster. Causes damage over time.
ID: 12146^1
Pillage Enchantment
ID: 12146^2
Pillage
ID: 12146^3
Enchantment
ID: 12146^4
Tears the magic from your target, causing their enchantments to fade.
ID: 12146^6
Causes damage. Reduces target's ability to be healed. Target takes damage when he strikes a foe.
ID: 12147^1
Dazzle
ID: 12147^2
Dazzle
ID: 12147^4
Causes your opponent to fall into an enchanted sleep for up to 1:36. This spell works on creatures up to level 55.
ID: 12147^6
Has a chance to reflect spells.
ID: 12148^1
Mesmerization
ID: 12148^2
Mesmerization
ID: 12148^4
Cause enemies in a small area around your target to fall into an enchanted sleep for up to 0:24. This spell works on creatures up to level 55.
ID: 12148^6
Stuns target. Causes an increasing amount of damage over time.
ID: 12149^1
Chase the Moon
ID: 12149^2
Chase
ID: 12149^3
the Moon
ID: 12149^4
Fills your enemies' mind with confusion, causing them to flee.
ID: 12149^6
Allows target to have a chance to hit attackers with Boundless Fear.
ID: 12150^1
Mana Sieve
ID: 12150^2
Mana
ID: 12150^3
Sieve
ID: 12150^4
Tears at the mind of your opponent, draining their mana.
ID: 12150^6
Causes fear.
ID: 12151^1
Reoccurring Amnesia
ID: 12151^2
Reoccurring
ID: 12151^3
Amnesia
ID: 12151^4
Attacks your target's mind, providing a chance to forget those that have done them harm.
ID: 12151^6
Instant
ID: 12152^1
Blanket of Forgetfulness
ID: 12152^2
Blanket
ID: 12152^3
of Forgetfulness
ID: 12152^4
Attacks the minds of all enemies in the vicinity of your target, providing a chance to forget those that have done them harm.
ID: 12152^6
Allows target to see the future and dodge blows.
ID: 12153^1
Tashania
ID: 12153^2
Tashania
ID: 12153^4
Causes your target's ears to echo with the barking of Tashan, lowering their magic resistance.
ID: 12153^6
Allows target to see the future and dodge blows.
ID: 12154^1
Shiftless Deeds
ID: 12154^2
Shiftless
ID: 12154^3
Deeds
ID: 12154^4
Constricts your target's muscles, causing their attack speed to slow for 3:30.
ID: 12154^6
Target cannot dodge.
ID: 12155^1
Cornucopia
ID: 12155^2
Cornucopia
ID: 12155^4
Focuses mana into the form of loaves of bread suitable for eating.
ID: 12155^6
Causes immediate damage and damage over time. Roots target in place.
ID: 12156^1
Everfount
ID: 12156^2
Everfount
ID: 12156^4
Focuses mana into the form of watery globes suitable for drinking.
ID: 12156^6
Instant
ID: 12157^1
Summon Bandages
ID: 12157^2
Summon
ID: 12157^3
Bandages
ID: 12157^4
Focuses mana into the form of a several bandages.
ID: 12157^6
Causes damage over time and roots the target in place.
ID: 12158^1
Summon Wisp
ID: 12158^2
Summon
ID: 12158^3
Wisp
ID: 12158^4
Focuses mana into the form of a wisp stone.
ID: 12158^6
Causes damage over time and lowers target's resistance to cold.
ID: 12159^1
Summon Heatstone
ID: 12159^2
Summon
ID: 12159^3
Heatstone
ID: 12159^4
Focuses mana into the form of heatstone that provides improved night vision.
ID: 12160^1
Summon Waterstone
ID: 12160^2
Summon
ID: 12160^3
Waterstone
ID: 12160^4
Focuses mana into the form of a waterstone, allowing the user to breathe underwater for extended periods of time.
ID: 12161^1
Summon Coldstone
ID: 12161^2
Summon
ID: 12161^3
Coldstone
ID: 12161^4
Focuses mana into the form of a cold stone that provides greatly improved night vision to the wielder.
ID: 12162^1
Dimensional Hole
ID: 12162^2
Dimensional
ID: 12162^3
Hole
ID: 12162^4
Conjures a dimensional pocket that allows you to carry heavy loads unhindered. The pouch, and all of its contents, will be lost if you leave the world of Norrath for a significant period of time.
ID: 12162^6
Reflects magical and physical damage.
ID: 12163^1
Summon Ring of Flight
ID: 12163^2
Ring of
ID: 12163^3
Flight
ID: 12163^4
Focuses mana into the form of a ring of flight, providing the user with the benefits of levitation.
ID: 12163^6
Distracts target, making it hard to focus on the opponent.
ID: 12164^1
Summon Dagger
ID: 12164^2
Summon
ID: 12164^3
Dagger
ID: 12164^4
Focuses mana into the form of a magical dagger.
ID: 12164^6
Instant
ID: 12165^1
Staff of Tracing
ID: 12165^2
Staff
ID: 12165^3
of Tracing
ID: 12165^4
Focuses mana into the form of a magical staff.
ID: 12165^6
Instant
ID: 12166^1
Summon Fang
ID: 12166^2
Summon
ID: 12166^3
Fang
ID: 12166^4
Focuses mana into the form of snake fang.
ID: 12167^1
Staff of Warding
ID: 12167^2
Staff
ID: 12167^3
of Warding
ID: 12167^4
Focuses mana into the form of a magical staff.
ID: 12167^6
Instant
ID: 12168^1
Summon Throwing Dagger
ID: 12168^2
Summon
ID: 12168^3
Throwing
ID: 12168^4
Focuses mana into the form of a bundle of throwing daggers.
ID: 12168^6
Damages target.
ID: 12169^1
Summon Arrows
ID: 12169^2
Summon
ID: 12169^3
Arrows
ID: 12169^4
Focuses mana into the form of a bundle of arrows.
ID: 12169^6
Instant
ID: 12170^1
Spear of Warding
ID: 12170^2
Spear
ID: 12170^3
of Warding
ID: 12170^4
Focuses mana into the form of a magical spear.
ID: 12170^6
Instant
ID: 12171^1
Staff of Runes
ID: 12171^2
Staff
ID: 12171^3
of Runes
ID: 12171^4
Focuses mana into the form of a runed staff.
ID: 12171^6
Damages target and slows their combat speed.
ID: 12172^1
Sword of Runes
ID: 12172^2
Sword
ID: 12172^3
of Runes
ID: 12172^4
Focuses mana into the form of a runed sword.
ID: 12172^6
Causes a slight tingling.
ID: 12173^1
Staff of Symbols
ID: 12173^2
Staff
ID: 12173^3
of Symbols
ID: 12173^4
Focuses mana into the form of a staff of symbols.
ID: 12173^6
Damages target and those around them over time.
ID: 12174^1
Dagger of Symbols
ID: 12174^2
Dagger
ID: 12174^3
of Symbols
ID: 12174^4
Focuses mana into the form of a dagger of symbols.
ID: 12174^6
Instant
ID: 12175^1
Lava Bolt
ID: 12175^2
Lava
ID: 12175^3
Bolt
ID: 12175^4
Burns your target's skin with a bolt of lava, causing between 700 and 817 damage.
ID: 12175^6
Instant
ID: 12176^1
Flame Arc
ID: 12176^2
Flame
ID: 12176^3
Arc
ID: 12176^4
Creates a circle of fire around you, causing between 93 and 181 damage to all nearby creatures.
ID: 12176^6
Instant
ID: 12177^1
Blaze
ID: 12177^2
Blaze
ID: 12177^4
Burns your target's skin with blazing flame, causing between 350 and 418 damage.
ID: 12177^6
Causes damage over time and slows movement and combat speed.
ID: 12178^1
Rain of Lava
ID: 12178^2
Rain
ID: 12178^3
of Lava
ID: 12178^4
Conjures a rain of lava that assaults all creatures in the vicinity of your target, causing three waves of damage.
ID: 12178^6
Instant
ID: 12179^1
Shock of Swords
ID: 12179^2
Shock
ID: 12179^3
of Swords
ID: 12179^4
Conjures a shock of swords that assaults your target, causing between 450 and 584 damage.
ID: 12179^6
Instant
ID: 12180^1
Rain of Swords
ID: 12180^2
Rain
ID: 12180^3
of Swords
ID: 12180^4
Conjures a rain of swords that assaults all creatures in the vicinity of your target, causing three waves of damage.
ID: 12180^6
Enthralls the target.
ID: 12181^1
Burnout III
ID: 12181^2
Burnout
ID: 12181^3
III
ID: 12181^4
Infuses your elemental companion with energy, increasing their attack speed, armor class, and strength.
ID: 12181^6
Slows movement rate and combat speed.
ID: 12182^1
Greater Conjuration: Air
ID: 12182^2
GC:
ID: 12182^3
Air
ID: 12182^4
Summons an air elemental to aid you in battle.
ID: 12182^6
Reflects spells.
ID: 12183^1
Greater Conjuration: Earth
ID: 12183^2
GC:
ID: 12183^3
Earth
ID: 12183^4
Summons an earth elemental to aid you in battle.
ID: 12183^6
Causes damage over time and, like any sickness, will spread to those nearby.
ID: 12184^1
Greater Conjuration: Fire
ID: 12184^2
GC:
ID: 12184^3
Fire
ID: 12184^4
Summons a fire elemental to aid you in battle.
ID: 12184^6
Prevents spell casting.
ID: 12185^1
Greater Conjuration: Water
ID: 12185^2
GC:
ID: 12185^3
Water
ID: 12185^4
Summons a water elemental to aid you in battle.
ID: 12185^6
Charms target.
ID: 12186^1
Phantom Plate
ID: 12186^2
Phantom
ID: 12186^3
Plate
ID: 12186^4
Covers you in the protection of phantom plate armor, increasing your hit point regeneration and armor class. Consumes three cat's eye agates when cast.
ID: 12186^6
Causes damage over time.
ID: 12187^1
Shield of Lava
ID: 12187^2
Shield
ID: 12187^3
of Lava
ID: 12187^4
Surrounds your target in a shield of lava, damaging any creature that attacks them.
ID: 12187^6
Instant
ID: 12188^1
Flare
ID: 12188^2
Flare
ID: 12188^4
Conjures a bolt of light that illuminates the surrounding area briefly.
ID: 12188^6
Causes damage over time and slows movement and combat speed.
ID: 12189^1
Malaisement
ID: 12189^2
Malaisement
ID: 12189^4
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 12189^6
Roots target in place.
ID: 12190^1
Malosi
ID: 12190^2
Malosi
ID: 12190^4
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 12190^6
Pulls target toward caster.
ID: 12191^1
Coldlight
ID: 12191^2
Coldlight
ID: 12191^4
Conjures a magical coldstone that provides light in the immediate area.
ID: 12191^6
Instant
ID: 12192^1
Scourge
ID: 12192^2
Scourge
ID: 12192^4
Sickens your target with a fever, causing 40 damage initially and between 24 and 55 damage every six seconds for 1:12.
ID: 12192^6
Charms target.
ID: 12193^1
Plague
ID: 12193^2
Plague
ID: 12193^4
Sickens your target with a fever, causing 60 damage initially and between 25 and 79 damage every six seconds for 1:18.
ID: 12193^6
Causes damage over time.
ID: 12194^1
Envenomed Bolt
ID: 12194^2
Envenomed
ID: 12194^3
Bolt
ID: 12194^4
Fills your target's blood with poison, causing 110 damage initially and between 40 and 146 damage every six seconds for 0:36.
ID: 12194^6
Enthralls target.
ID: 12195^1
Ignite Bones
ID: 12195^2
Ignite
ID: 12195^3
Bones
ID: 12195^4
Burns the flesh from your target's bones, causing between 450 and 500 damage, and temporarily turning them into a skeleton.
ID: 12195^6
Suppresses most buff effects.
ID: 12196^1
Word of Shadow
ID: 12196^2
Word of
ID: 12196^3
Shadow
ID: 12196^4
A forbidden word that causes between 33 and 58 damage to all nearby enemies.
ID: 12196^6
Instant
ID: 12197^1
Defoliate
ID: 12197^2
Defoliate
ID: 12197^4
Inflicts severe damage upon a targeted plant, causing between 140 and 210 damage.
ID: 12197^6
Instant
ID: 12198^1
Shock of Poison
ID: 12198^2
Shock of
ID: 12198^3
Poison
ID: 12198^4
Strikes your target with a jet of poison, causing between 150 and 210 damage.
ID: 12198^6
Target takes increased damage from cold-based spells.
ID: 12199^1
Banish Undead
ID: 12199^2
Banish
ID: 12199^3
Undead
ID: 12199^4
A burst of holy power that inflicts between 270 and 468 damage to an undead target.
ID: 12199^6
Target takes increased damage from magic-based spells.
ID: 12200^1
Pact of Shadow
ID: 12200^2
Pact of
ID: 12200^3
Shadow
ID: 12200^4
Transfers your own health to your target at a rate of 80 hit points every six seconds for 0:24.
ID: 12200^6
Target takes increased damage from disease-based spells.
ID: 12201^1
Shielding
ID: 12201^2
Shielding
ID: 12201^4
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 12201^6
Target takes increased damage from poison-based spells.
ID: 12202^1
Renew Bones
ID: 12202^2
Renew
ID: 12202^3
Bones
ID: 12202^4
Restores an undead servant, healing between 43 and 175 hit points and curing them of diseases, poisons, and curses.
ID: 12202^6
Target takes increased damage from fire-based spells.
ID: 12203^1
Reclaim Energy
ID: 12203^2
Reclaim
ID: 12203^3
Energy
ID: 12203^4
Reclaims the energy needed to maintain your pet, causing the pet to dissipate and restore some of your mana.
ID: 12203^6
Causes damage to target.
ID: 12204^1
Intensify Death
ID: 12204^2
Intensify
ID: 12204^3
Death
ID: 12204^4
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 12204^6
Instant
ID: 12205^1
Invoke Shadow
ID: 12205^2
Invoke
ID: 12205^3
Shadow
ID: 12205^4
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 12205^6
Stuns the target. Lowers movement and attack rates and causes damage over time.
ID: 12206^1
Impart Strength
ID: 12206^2
Impart
ID: 12206^3
Strength
ID: 12206^4
Imparts your target with a portion of your strength for 6:00.
ID: 12206^6
Instant
ID: 12207^1
Lich
ID: 12207^2
Lich
ID: 12207^4
Grips your body in an unholy darkness, slowly draining your hit points while regenerating your mana.
ID: 12207^6
Causes damage over time and amnesia.
ID: 12208^1
Perfected Dead Man Floating
ID: 12208^2
Perfect
ID: 12208^3
DMF
ID: 12208^4
Grants your target the power of the dead, including levitation, increased poison resistance, water breathing, and the ability to see invisible creatures.
ID: 12208^6
Causes damage to those physically attacking target.
ID: 12209^1
Identify
ID: 12209^2
Identify
ID: 12209^4
Provides magical information about the item that your target is holding.
ID: 12209^6
Causes damage over time and slows melee attacks.
ID: 12210^1
Track Corpse
ID: 12210^2
Track
ID: 12210^3
Corpse
ID: 12210^4
Provides a mystical sense that points you towards your target's nearest corpse. If no target is chosen the spell points you toward the nearest non-specific corpse.
ID: 12210^6
Causes damage to those physically attacking target.
ID: 12211^1
Voice Graft
ID: 12211^2
Voice
ID: 12211^3
Graft
ID: 12211^4
Allows you to speak through your undead servant.
ID: 12211^6
Instant
ID: 12212^1
Leatherskin
ID: 12212^2
Leatherskin
ID: 12212^4
Covers you in a magical skin that absorbs 71 damage before dissipating. Consumes a bloodstone when cast.
ID: 12212^6
Instant
ID: 12213^1
Sight Graft
ID: 12213^2
Sight
ID: 12213^3
Graft
ID: 12213^4
Allows you to see through your undead servant.
ID: 12213^6
Instant
ID: 12214^1
Cajole Undead
ID: 12214^2
Cajole
ID: 12214^3
Undead
ID: 12214^4
Commands an undead creature to do your bidding, temporarily bending them to your will.
ID: 12214^6
Instant
ID: 12215^1
Surge of Enfeeblement
ID: 12215^2
Surge of
ID: 12215^3
Enfeebl.
ID: 12215^4
Drains the strength of all nearby creatures for 6:00.
ID: 12215^6
Instant
ID: 12216^1
Screaming Terror
ID: 12216^2
Screaming
ID: 12216^3
Terror
ID: 12216^4
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level 55.
ID: 12216^6
Instant
ID: 12217^1
Root
ID: 12217^2
Root
ID: 12217^4
Causes the earth to adhere to your target's feet, preventing them from moving for up to 0:48.
ID: 12217^6
Instant
ID: 12218^1
Immobilize
ID: 12218^2
Immobilize
ID: 12218^4
Causes the earth to adhere to your target's feet, preventing them from moving for up to 1:00.
ID: 12218^6
Instant
ID: 12219^1
Hungry Earth
ID: 12219^2
Hungry
ID: 12219^3
Earth
ID: 12219^4
Roots an undead creature to the ground, preventing them from moving.
ID: 12219^6
Causes a defender to appear.
ID: 12220^1
Halo of Light
ID: 12220^2
Halo of
ID: 12220^3
Lightning
ID: 12220^4
Focuses magical energy into a halo that provides an aura of light when worn.
ID: 12220^6
Causes increased damage over time.
ID: 12221^1
Hammer of Striking
ID: 12221^2
Hammer
ID: 12221^3
of Striking
ID: 12221^4
Summons a magical hammer that is particularly adept at smiting undead.
ID: 12221^6
Enthralls target.
ID: 12222^1
Stun
ID: 12222^2
Stun
ID: 12222^4
Strikes an enemy with holy power, briefly stunning them. This spell works on creatures up to level 55.
ID: 12222^6
Instant
ID: 12223^1
Holy Might
ID: 12223^2
Holy
ID: 12223^3
Might
ID: 12223^4
Strikes an enemy with holy might, briefly stunning them and causing between 10 and 60 damage. This spell works on creatures up to level 55.
ID: 12223^6
Does instant damage and continues to increase incoming damage.
ID: 12224^1
Force
ID: 12224^2
Force
ID: 12224^4
Strikes an enemy with holy might, briefly stunning them and causing between 40 and 90 damage. This spell works on creatures up to level 55.
ID: 12224^6
Enthralls the target.
ID: 12225^1
Superior Healing
ID: 12225^2
Superior
ID: 12225^3
Healing
ID: 12225^4
Mends severe wounds, healing between 200 and 600 hit points.
ID: 12226^1
Revive
ID: 12226^2
Revive
ID: 12226^4
Revives a slain ally, restoring 35 percent of their lost experience. It takes some time for the recently revived to fully recover.
ID: 12226^6
Causes instant damage to target as well as damage over time.
ID: 12227^1
Resurrection
ID: 12227^2
Resurrection
ID: 12227^4
Revives a slain ally, restoring 90 percent of their lost experience. It takes some time for the recently revived to fully recover.
ID: 12228^1
Valor
ID: 12228^2
Valor
ID: 12228^4
Provides your target with a sense of valor, increasing their hit points and armor class for 54:00.
ID: 12228^6
Causes instant damage to target and prevents use of some combat skills.
ID: 12229^1
Resolution
ID: 12229^2
Resolution
ID: 12229^4
Provides your target with a sense of resolution, increasing their hit points and armor class for 1:03:00.
ID: 12229^6
Causes instant damage to target and slows melee and movement speed.
ID: 12230^1
Symbol of Pinzarn
ID: 12230^2
Symbol of
ID: 12230^3
Pinzarn
ID: 12230^4
Covers your target in a shimmer of holy runes, increasing their hit points for 45:00.
ID: 12230^6
Enthralls target.
ID: 12231^1
Symbol of Naltron
ID: 12231^2
Symbol of
ID: 12231^3
Naltron
ID: 12231^4
Covers your target in a shimmer of holy runes, increasing their hit points for 54:00.
ID: 12232^1
Shield of Words
ID: 12232^2
Shield of
ID: 12232^3
Words
ID: 12232^4
Covers your target in a holy guard, increasing their armor class for 1:12:00.
ID: 12232^6
Slows target's movement and attack speed.
ID: 12233^1
Yaulp III
ID: 12233^2
Yaulp
ID: 12233^3
III
ID: 12233^4
Focuses your spiritual energy into a great battle cry, increasing your strength and armor class for 0:24.
ID: 12233^6
Absorbs physical damage.
ID: 12234^1
Endure Poison
ID: 12234^2
Endure
ID: 12234^3
Poison
ID: 12234^4
Surrounds your target with an aura of protection, warding away poison for 27:00.
ID: 12234^6
Absorbs damage from spells cast on target.
ID: 12235^1
Endure Disease
ID: 12235^2
Endure
ID: 12235^3
Disease
ID: 12235^4
Surrounds your target with an aura of protection, warding away disease for 27:00.
ID: 12235^6
Has a chance to reflect spells.
ID: 12236^1
Resist Disease
ID: 12236^2
Resist
ID: 12236^3
Disease
ID: 12236^4
Surrounds your target with an aura of protection, warding away disease for 36:00.
ID: 12236^6
Reflects physical damage.
ID: 12237^1
Resist Magic
ID: 12237^2
Resist
ID: 12237^3
Magic
ID: 12237^4
Surrounds your target with an aura of protection, warding away magic for 36:00.
ID: 12237^6
Turns the target into a ghost enthralled to the caster.
ID: 12238^1
Resist Poison
ID: 12238^2
Resist
ID: 12238^3
Poison
ID: 12238^4
Surrounds your target with an aura of protection, warding away poison for 36:00.
ID: 12239^1
Reckless Strength
ID: 12239^2
Reckless
ID: 12239^3
Strength
ID: 12239^4
Focuses your target's strength into an intense burst, increasing it for a short time, but then gradually decaying over the next 3:00.
ID: 12240^1
Frenzied Strength
ID: 12240^2
Frenzied
ID: 12240^3
Strength
ID: 12240^4
Focuses your target's strength into an intense burst, increasing it for a short time, but then gradually decaying over the next 3:00.
ID: 12240^6
Causes ghosts to appear and attack the target.
ID: 12241^1
Divine Might
ID: 12241^2
Divine
ID: 12241^3
Might
ID: 12241^4
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 12241^6
Blinds the target and damages it over time.
ID: 12242^1
Invisibility versus Undead
ID: 12242^2
IvU
ID: 12242^4
Cloaks your target in a light aura, rendering them invisible to most undead creatures for up to 27:00.
ID: 12243^1
Divine Aura
ID: 12243^2
Divine
ID: 12243^3
Aura
ID: 12243^4
Encases the caster in a divine aura, rendering them invulnerable to all attacks for 0:18.
ID: 12244^1
Flash of Light
ID: 12244^2
Flash
ID: 12244^3
of Light
ID: 12244^4
Creates a bright flash of light, temporarily blinding your target.
ID: 12245^1
Pacify
ID: 12245^2
Pacify
ID: 12245^4
Pacifies your target, lowering its aggressiveness for 0:42. Affects creatures up to level 55.
ID: 12246^1
Nullify Magic
ID: 12246^2
Nullify
ID: 12246^3
Magic
ID: 12246^4
Cancels magical enchantments affecting your target.
ID: 12247^1
Instill
ID: 12247^2
Instill
ID: 12247^4
Causes the earth to adhere to your target's feet, preventing them from moving for up to 1:36.
ID: 12247^6
Damage the targeted more as time passes.
ID: 12248^1
Dance of the Fireflies
ID: 12248^2
Dance of
ID: 12248^3
Fireflies
ID: 12248^4
Summons a swarm of mystic fireflies to your hands, providing light in dark areas.
ID: 12248^6
Slows casting time, melee speed and movement.
ID: 12249^1
Immolate
ID: 12249^2
Immolate
ID: 12249^4
Inflicts burns on your target, causing between 15 and 32 damage every 6 seconds for 0:48. Requires a fire beetle eye to cast.
ID: 12249^6
Causes instant damage and damage over time to the target.
ID: 12250^1
Stinging Swarm
ID: 12250^2
Stinging
ID: 12250^3
Swarm
ID: 12250^4
Commands a swarm of insects to attack your target relentlessly, causing between 15 and 32 damage every six seconds for 0:54.
ID: 12250^6
Pulls the target toward the caster and damages the target over time.
ID: 12251^1
Drones of Doom
ID: 12251^2
Drones
ID: 12251^3
of Doom
ID: 12251^4
Commands a swarm of insects to attack your target relentlessly, causing between 30 and 71 damage every six seconds for 0:48.
ID: 12252^1
Drifting Death
ID: 12252^2
Drifting
ID: 12252^3
Death
ID: 12252^4
Commands a swarm of insects to attack your target relentlessly, causing between 65 and 91 damage every 6 seconds for 0:54.
ID: 12253^1
Call of Flame
ID: 12253^2
Call
ID: 12253^3
of Flame
ID: 12253^4
Hurls a magically burning arrow at your target, causing 247 damage.
ID: 12254^1
Firestrike
ID: 12254^2
Firestrike
ID: 12254^4
Ignites your target's skin, doing between 250 and 422 damage.
ID: 12255^1
Careless Lightning
ID: 12255^2
Careless
ID: 12255^3
Lightning
ID: 12255^4
Calls down lightning from the sky, causing between 80 and 105 damage to your target.
ID: 12256^1
Invoke Lightning
ID: 12256^2
Invoke
ID: 12256^3
Lightning
ID: 12256^4
Calls down lightning from the sky, causing between 16 and 25 damage to all those in a small area around your target.
ID: 12257^1
Counteract Poison
ID: 12257^2
Counteract
ID: 12257^3
Poison
ID: 12257^4
Removes toxin from your target's system, curing them of moderate poisons.
ID: 12258^1
Counteract Disease
ID: 12258^2
Counteract
ID: 12258^3
Disease
ID: 12258^4
Cleanses your target's immune system, curing them of moderate diseases.
ID: 12259^1
Healing
ID: 12259^2
Healing
ID: 12259^4
Mends moderate wounds, healing between 95 and 175 hit points.
ID: 12260^1
Greater Healing
ID: 12260^2
Greater
ID: 12260^3
Healing
ID: 12260^4
Mends major wounds, healing between 140 and 350 hit points.
ID: 12261^1
Skin like Steel
ID: 12261^2
Skin
ID: 12261^3
Steel
ID: 12261^4
Hardens the skin of your target, increasing their hit points and armor class for 36:00.
ID: 12262^1
Skin like Diamond
ID: 12262^2
Skin
ID: 12262^3
Diamond
ID: 12262^4
Hardens the skin of your target, increasing their hit points and armor class for 54:00.
ID: 12262^6
Causes damage over time and changes the target's perspective on the world.
ID: 12263^1
Skin like Nature
ID: 12263^2
Skin
ID: 12263^3
Nature
ID: 12263^4
Hardens the skin of your target, increasing their hit points and armor class for 1:12:00.
ID: 12264^1
Chloroplast
ID: 12264^2
Chloroplast
ID: 12264^4
Hastens your target's natural healing, regenerating 10 hit points every 6 seconds.
ID: 12264^6
Pushes the target away, causing damage over time.
ID: 12265^1
Feet like Cat
ID: 12265^2
Feet
ID: 12265^3
like Cat
ID: 12265^4
Infuses your target with a feline spirit, increasing their agility for 36:00.
ID: 12265^6
Corrupts the target. Causes continuing pain and suffering.
ID: 12266^1
Firefist
ID: 12266^2
Firefist
ID: 12266^4
Fills your hands with the force of flame, increasing your attack rating for 12:00.
ID: 12267^1
Endure Cold
ID: 12267^2
Endure
ID: 12267^3
Cold
ID: 12267^4
Surrounds your target with an aura of protection, warding away cold for 27:00.
ID: 12268^1
Resist Fire
ID: 12268^2
Resist
ID: 12268^3
Fire
ID: 12268^4
Surrounds your target with an aura of protection, warding away fire for 36:00.
ID: 12269^1
Resist Cold
ID: 12269^2
Resist
ID: 12269^3
Cold
ID: 12269^4
Surrounds your target with an aura of protection, warding away cold for 36:00.
ID: 12270^1
Strength of Earth
ID: 12270^2
Strength
ID: 12270^3
of Earth
ID: 12270^4
Fills your target with the power of the earth, increasing their strength for 27:00.
ID: 12271^1
Storm Strength
ID: 12271^2
Storm
ID: 12271^3
Strength
ID: 12271^4
Fills your target with the power of the storm, increasing their strength for 54:00.
ID: 12272^1
Shield of Brambles
ID: 12272^2
Shield
ID: 12272^3
of Brambles
ID: 12272^4
Surrounds your target in a shield of brambles that cause damage to anything that strikes them for 15:00.
ID: 12273^1
Shield of Spikes
ID: 12273^2
Shield
ID: 12273^3
of Spikes
ID: 12273^4
Surrounds your target in a shield of spikes that cause damage to anything that strikes them for 15:00.
ID: 12274^1
Shield of Thorns
ID: 12274^2
Shield
ID: 12274^3
of Thorns
ID: 12274^4
Surrounds your target in a shield of thorns that cause damage to anything that strikes them for 15:00.
ID: 12275^1
Thorncoat
ID: 12275^2
Thorncoat
ID: 12275^4
Surrounds your body in a coat of thorns that increases your armor class, as well as harming those that strike you for 3:15:00.
ID: 12276^1
Superior Camouflage
ID: 12276^2
Superior
ID: 12276^3
Camouflage
ID: 12276^4
Covers your target's body in a mystic cloak, allowing them to blend in with their surroundings.
ID: 12277^1
Levitate
ID: 12277^2
Levitate
ID: 12277^4
Forms a cloud of dense air around your feet, allowing you to float slightly off the ground for up to 20:30. Consumes a bat wing when cast.
ID: 12278^1
Enduring Breath
ID: 12278^2
Enduring
ID: 12278^3
Breath
ID: 12278^4
Magically fills your lungs with air, removing your need to breathe for 27:00. Consumes a handful of fish scales to cast.
ID: 12279^1
Spirit of Wolf
ID: 12279^2
Spirit
ID: 12279^3
of Wolf
ID: 12279^4
Infuses your target with the spirit of the wolf, increasing their movement speed for 36:00.
ID: 12280^1
Wolf Form
ID: 12280^2
Wolf
ID: 12280^3
Form
ID: 12280^4
Fills you with the spirit of the wild, allowing you to take the form of a wolf for 1:12:00, increasing your movement speed, and attack rating.
ID: 12281^1
Greater Wolf Form
ID: 12281^2
G. Wolf
ID: 12281^3
Form
ID: 12281^4
Fills you with the spirit of the wild, allowing you to take the form a wolf for 1:50:00, increasing your movement rate, and attack rating.
ID: 12282^1
Bind Sight
ID: 12282^2
Bind
ID: 12282^3
Sight
ID: 12282^4
Covers your face in magical strands, allowing you to see through your target's eyes.
ID: 12283^1
See Invisible
ID: 12283^2
See
ID: 12283^3
Invisible
ID: 12283^4
Places a magical enchantment upon your target's eyes, allowing them to see otherwise invisible creatures for 27:00.
ID: 12284^1
Eyes of the Cat
ID: 12284^2
Eyes
ID: 12284^3
of Cat
ID: 12284^4
Infuses your eyes with the vision of a cat, allowing you to see more clearly in the dark for 27:00.
ID: 12285^1
Chill Sight
ID: 12285^2
Chill
ID: 12285^3
Sight
ID: 12285^4
Infuses your eyes with magical vision, allowing you to see clearly in the dark for 36:00.
ID: 12285^6
Clicking this will open the bag. Inside you will find decorated eggs filled with a surprise. This bag also seems to have an endless supply, though it takes a while to re-fill.
ID: 12286^1
Harmony
ID: 12286^2
Harmony
ID: 12286^4
Calms the savage spirit of almost any creature in an area around your target, making them less likely to attack. This spell works on creatures up to level 40, and only works outdoors.
ID: 12286^6
Clicking this will open the egg to give you a candy surprise.
ID: 12287^1
Calm Animal
ID: 12287^2
Calm
ID: 12287^3
Animal
ID: 12287^4
Calms the ferocity of many animals, making them less likely to attack. This spell works on creatures up to level 50.
ID: 12288^1
Panic Animal
ID: 12288^2
Panic
ID: 12288^3
Animal
ID: 12288^4
Incites fear in most animals, causing them to flee.
ID: 12289^1
Ensnaring Roots
ID: 12289^2
Ensnaring
ID: 12289^3
Roots
ID: 12289^4
Commands roots to take hold of your target, doing between 10 and 60 damage, and preventing their movement for 1:36.
ID: 12290^1
Enveloping Roots
ID: 12290^2
Enveloping
ID: 12290^3
Roots
ID: 12290^4
Commands roots to take hold of your target, doing 110 damage and preventing their movement for 1:00.
ID: 12291^1
Snare
ID: 12291^2
Snare
ID: 12291^4
Entangles your target's feet with magical roots, slowing their movement speed for up to 3:54.
ID: 12292^1
Ensnare
ID: 12292^2
Ensnare
ID: 12292^4
Entangles your target's feet with magical roots, slowing their movement speed for up to 14:00.
ID: 12293^1
Heart Flutter
ID: 12293^2
Heart
ID: 12293^3
Flutter
ID: 12293^4
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing between 12 and 22 damage every 6 seconds for 0:36.
ID: 12294^1
Heat Blood
ID: 12294^2
Heat
ID: 12294^3
Blood
ID: 12294^4
Heats the blood of your target, causing between 18 and 43 damage every six seconds for 0:36.
ID: 12294^6
Clicking this will open the bag. Inside you will find a Bottle of Adventure III and food and drink to last you a while.
ID: 12295^1
Boil Blood
ID: 12295^2
Boil
ID: 12295^3
Blood
ID: 12295^4
Heats the blood of your target, causing between 40 and 67 damage every 6 seconds for 0:42.
ID: 12295^6
Clicking this will open the bag. Inside you will find decorated eggs meant to be placed in your house.
ID: 12296^1
Ignite Blood
ID: 12296^2
Ignite
ID: 12296^3
Blood
ID: 12296^4
Heats the blood of your target, causing between 30 and 125 damage every six seconds for 0:42.
ID: 12296^6
A pile of Sugar Jelly Seeds
ID: 12297^1
Clinging Darkness
ID: 12297^2
Clinging
ID: 12297^3
Darkness
ID: 12297^4
Summons a clinging darkness that binds your target's feet, decreasing their movement rate, and does 8 damage every 6 seconds for 0:48.
ID: 12297^6
A pile of Rock Candy
ID: 12298^1
Dooming Darkness
ID: 12298^2
Dooming
ID: 12298^3
Darkness
ID: 12298^4
Summons a dooming darkness that binds your target's feet, decreasing their movement rate, and doing 20 damage every 6 seconds for 1:30.
ID: 12298^6
A stack of Marshmallow Bunny Feet
ID: 12299^1
Cascading Darkness
ID: 12299^2
Cascading
ID: 12299^3
Darkness
ID: 12299^4
Summons a cascading darkness that binds your target's feet, decreasing their movement rate, and doing 72 damage every 6 seconds for 1:36.
ID: 12299^6
Cloaks you in a shimmering illusion that makes you appear to be a white rabbit.
ID: 12300^1
Word of Spirit
ID: 12300^2
Word
ID: 12300^3
of Spirit
ID: 12300^4
A forbidden word that causes between 39 and 104 damage to all nearby enemies.
ID: 12300^6
Cloaks you in a shimmering illusion that makes you appear to be a white rabbit.
ID: 12301^1
Dismiss Undead
ID: 12301^2
Dismiss
ID: 12301^3
Undead
ID: 12301^4
A burst of holy power that inflicts between 150 and 211 damage to an undead target.
ID: 12302^1
Expel Undead
ID: 12302^2
Expel
ID: 12302^3
Undead
ID: 12302^4
A burst of holy power that inflicts between 200 and 333 damage to an undead target.
ID: 12303^1
Dark Empathy
ID: 12303^2
Dark
ID: 12303^3
Empathy
ID: 12303^4
Creates a dark pact that transfers 30 of your hit points to your target.
ID: 12304^1
Augment Death
ID: 12304^2
Augment
ID: 12304^3
Death
ID: 12304^4
Fills your pet with rage, giving it increased attack speed, armor class, and strength for 1:00:00.
ID: 12305^1
Leering Corpse
ID: 12305^2
Leering
ID: 12305^3
Corpse
ID: 12305^4
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 12306^1
Summon Dead
ID: 12306^2
Summon
ID: 12306^3
Dead
ID: 12306^4
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 12307^1
Malignant Dead
ID: 12307^2
Malignant
ID: 12307^3
Dead
ID: 12307^4
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 12308^1
Cackling Bones
ID: 12308^2
Cackling
ID: 12308^3
Bones
ID: 12308^4
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 12309^1
Invoke Death
ID: 12309^2
Invoke
ID: 12309^3
Death
ID: 12309^4
Animates an undead servant from the remnants of the fallen. Consumes bone chips when cast.
ID: 12310^1
Grim Aura
ID: 12310^2
Grim
ID: 12310^3
Aura
ID: 12310^4
Surrounds you in a dark aura, increasing your attack rating for 27:00.
ID: 12311^1
Vampiric Curse
ID: 12311^2
Vampiric
ID: 12311^3
Curse
ID: 12311^4
Drains 21 of your target's life energy and transfers it to you every 6 seconds for 0:54.
ID: 12312^1
Bond of Death
ID: 12312^2
Bond
ID: 12312^3
of Death
ID: 12312^4
Drains 80 of your target's life energy and transfers it to you every 6 seconds for 0:54.
ID: 12313^1
Life Leech
ID: 12313^2
Life
ID: 12313^3
Leech
ID: 12313^4
Drains your target of life energy, siphoning between 228 and 228 hit points.
ID: 12314^1
Siphon Life
ID: 12314^2
Siphon
ID: 12314^3
Life
ID: 12314^4
Drains your target of life energy, siphoning between 100 and 150 hit points.
ID: 12314^6
Causes instant damage and slows melee speed for the duration
ID: 12315^1
Drain Soul
ID: 12315^2
Drain
ID: 12315^3
Soul
ID: 12315^4
Drains your target of life energy, siphoning between 250 and 406 hit points.
ID: 12315^6
Cloaks you in a shimmering illusion that makes you appear to be a Bellikos
ID: 12316^1
Siphon Strength
ID: 12316^2
Siphon
ID: 12316^3
Strength
ID: 12316^4
Tears strength from your target and infuses your muscles for 6:00.
ID: 12317^1
Vampiric Embrace
ID: 12317^2
Vampiric
ID: 12317^3
Embrace
ID: 12317^4
Gives your attacks a vampiric property for 7:30, allowing a chance to steal life from your target.
ID: 12318^1
Banshee Aura
ID: 12318^2
Banshee
ID: 12318^3
Aura
ID: 12318^4
Surrounds your body with an aura of vengeful spirits, causing damage to anyone who strikes you for 15:00. Requires, but does not consume, a pearl when cast.
ID: 12319^1
Gather Shadows
ID: 12319^2
Gather
ID: 12319^3
Shadows
ID: 12319^4
Calls shadows to conceal your body, allowing you to move undetected by many creatures for up to 20:00.
ID: 12320^1
Harmshield
ID: 12320^2
Harmshield
ID: 12320^4
Completely removes your reaction to pain for 0:18, rendering you invulnerable to damage.
ID: 12320^6
Summons a fast tiger raptor mount.
ID: 12321^1
Locate Corpse
ID: 12321^2
Locate
ID: 12321^3
Corpse
ID: 12321^4
Senses the recently deceased, pointing you in the direction of your target's nearest corpse. If no target is selected it will point you in the direction of the nearest corpse.
ID: 12321^6
Summons a fast nature-touched wurm mount.
ID: 12322^1
Feign Death
ID: 12322^2
Feign
ID: 12322^3
Death
ID: 12322^4
Causes you to stop breathing and appear dead to most creatures.
ID: 12322^6
Cloaks you in a shimmering illusion that makes you appear to be a Bellikos
ID: 12323^1
Breath of the Dead
ID: 12323^2
Breath
ID: 12323^3
of Dead
ID: 12323^4
Allows your metabolism to function without oxygen, allowing you to survive without air for 27:00. Consumes a handful of fish scales to cast.
ID: 12324^1
Shieldskin
ID: 12324^2
Shieldskin
ID: 12324^4
Surrounds your skin in a protective aura that absorbs between 27 and 55 damage. Consumes a cat's eye agate when cast.
ID: 12324^6
Summons a very fast tiger raptor mount. Additionally offers a mount blessing which increases your fire resistance by 50, maximum endurance by 300, maximum mana by 300, and maximum health by 300.
ID: 12325^1
Diamondskin
ID: 12325^2
Diamondskin
ID: 12325^4
Surrounds your skin in a protective aura that absorbs between 305 and 394 damage. Consumes a peridot when cast.
ID: 12325^6
Summons a very fast nature-touched wurm mount. Additionally offers a mount blessing which increases your cold resistance by 50, maximum endurance by 300, maximum mana by 300, and maximum health by 300.
ID: 12326^1
Shadow Step
ID: 12326^2
Shadow
ID: 12326^3
Step
ID: 12326^4
Causes you to momentarily step into the realm of shadow, reentering reality a short distance away.
ID: 12327^1
Deadeye
ID: 12327^2
Deadeye
ID: 12327^4
Allows your eyes the vision of the dead, providing night vision and the ability to see invisible creatures for 27:00.
ID: 12327^6
Summons a fast selyrah mount.
ID: 12328^1
Shadow Sight
ID: 12328^2
Shadow
ID: 12328^3
Sight
ID: 12328^4
Allows your eyes the vision of shadows, providing night vision and the ability to see invisible creatures for 27:00.
ID: 12328^6
Summons a very fast selyran mount. Additionally offers a mount blessing which increases your maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 12329^1
Numb the Dead
ID: 12329^2
Numb
ID: 12329^3
the Dead
ID: 12329^4
Numbs the awareness of the undead, making them less likely to attack. This spell works on creatures up to level 30.
ID: 12329^6
Turns you into a simple Gnomework and grants you AC. The amount of AC can vary depending on your level and other class based AC effects.
ID: 12330^1
Rest the Dead
ID: 12330^2
Rest
ID: 12330^3
the Dead
ID: 12330^4
Numbs the awareness of the undead, making them less likely to attack. This spell works on creatures up to level 45.
ID: 12330^6
Turns you into a Flame Telmira and casts an additional buff on you that grants 1 to 10 Damage shield and levitation.
ID: 12331^1
Wave of Enfeeblement
ID: 12331^2
Wave
ID: 12331^3
of Enfeebl.
ID: 12331^4
Creates an unholy aura that drains strength from those nearby.
ID: 12331^6
Grants the wearer levitation and #2 to @2 fire damage shield, depending on the caster's level.
ID: 12332^1
Shadow Vortex
ID: 12332^2
Shadow
ID: 12332^3
Vortex
ID: 12332^4
Covers your target in a mass of darkness that steals their armor class and gives it to you for 7:30.
ID: 12333^1
Invoke Fear
ID: 12333^2
Invoke
ID: 12333^3
Fear
ID: 12333^4
A booming voice fills your target's ears, causing them to flee in terror.
ID: 12334^1
Spook the Dead
ID: 12334^2
Spook
ID: 12334^3
the Dead
ID: 12334^4
Inspires fear in an undead opponent, causing them to flee.
ID: 12335^1
Panic the Dead
ID: 12335^2
Panic
ID: 12335^3
the Dead
ID: 12335^4
Inspires fear in an undead opponent, causing them to flee.
ID: 12335^6
Changes the user into a common gnoll and casts another spell that offers some AC and maximum health.
ID: 12336^1
Spirit Pouch
ID: 12336^2
Spirit
ID: 12336^3
Pouch
ID: 12336^4
Conjures a spirit pouch that allows you to carry heavy loads unhindered. The pouch and all of its contents will be lost if you leave the world of Norrath for a significant period of time.
ID: 12336^6
Grants the wearer an increase to their AC and maximum health.
ID: 12337^1
Affliction
ID: 12337^2
Affliction
ID: 12337^4
Sickens your target with a fever, causing 30 damage initially and between 1and 25 damage every six seconds for 1:24.
ID: 12337^6
Changes the user into a flaming Nekhon and casts another spell that grants a fire damage shield, levitation, and fire resistance.
ID: 12338^1
Infectious Cloud
ID: 12338^2
Infectious
ID: 12338^3
Cloud
ID: 12338^4
Creates an infectious cloud, causing 20 damage initially and 5 damage every six seconds for 2:06 to all beings in a small area around your target.
ID: 12338^6
Grants the wearer a fire damage shield, levitation, and fire resistance.
ID: 12339^1
Venom of the Snake
ID: 12339^2
Venom
ID: 12339^3
of the Snake
ID: 12339^4
Fills your target's blood with poison, causing 40 damage initially and between 70 and 114 damage every six seconds for 0:36.
ID: 12339^6
Attaches a steam powered propulsion device to the user and grants levitation.
ID: 12340^1
Frost Rift
ID: 12340^2
Frost
ID: 12340^3
Rift
ID: 12340^4
Creates a rift of bitter cold, causing between 24 and 29 damage to your target.
ID: 12340^6
Summons a tumbleweed to follow you. The movements of the tumbleweed inspire you and grant you a #2 to @2 dodge increase, depending on your level.
ID: 12341^1
Blizzard Blast
ID: 12341^2
Blizzard
ID: 12341^3
Blast
ID: 12341^4
Creates a rift of bitter cold, causing between 200 and 346 damage to your target.
ID: 12341^6
Changes your pet into a Gnomework.
ID: 12342^1
Gale of Poison
ID: 12342^2
Gale
ID: 12342^3
of Poison
ID: 12342^4
Creates a rain of poison, causing three waves of 122 damage to everything in a small radius around your target.
ID: 12342^6
Summons a steamwork flyer to follow you. It will help you fall very slowly, and even leave you floating just above the ground. Its constant movement is minimally distracting, and will protect you from a miniscule amount of damage.
ID: 12343^1
Cure Blindness
ID: 12343^2
Cure
ID: 12343^3
Blindness
ID: 12343^4
Cleanses the eyes of your target, removing some blindness effects.
ID: 12343^6
This nimbus will scare those afraid of spiders. It will offer you additional poison resistance and if you swing weapons or your fist, you will sometimes squash one of the spiders, spreading its poison on your target.
ID: 12344^1
Abolish Disease
ID: 12344^2
Abolish
ID: 12344^3
Disease
ID: 12344^4
Destroys infection in your target's system, potentially curing many diseases.
ID: 12345^1
Talisman of Altuna
ID: 12345^2
Talisman
ID: 12345^3
of Altuna
ID: 12345^4
Imbues your target with the talisman of Altuna, providing increased hit points for 1:12:00.
ID: 12346^1
Frenzied Spirit
ID: 12346^2
Frenzied
ID: 12346^3
Spirit
ID: 12346^4
Summons a companion from the spirit world in the form of a great wolf.
ID: 12347^1
Agility
ID: 12347^2
Agility
ID: 12347^4
Fills your target with a sense of nimbleness, increasing their agility for 1:03:00.
ID: 12348^1
Guardian
ID: 12348^2
Guardian
ID: 12348^4
Places a spiritual guardian on your target, increasing their armor class for 1:03:00.
ID: 12349^1
Charisma
ID: 12349^2
Charisma
ID: 12349^4
Fills your target with an alluring aura, increasing their charisma for 1:03:00.
ID: 12350^1
Dexterity
ID: 12350^2
Dexterity
ID: 12350^4
Fills your target with pure nimbleness, increasing their dexterity for 1:03:00.
ID: 12351^1
Stamina
ID: 12351^2
Stamina
ID: 12351^4
Fills your target with pure endurance, increasing their stamina for 1:03:00.
ID: 12352^1
Strength
ID: 12352^2
Strength
ID: 12352^4
Fills your target's body with pure power, increasing their strength for 1:03:00.
ID: 12353^1
Rage
ID: 12353^2
Rage
ID: 12353^4
Fills your body with rage, increasing your strength, dexterity, and armor class for 20:30.
ID: 12354^1
Sense Animals
ID: 12354^2
Sense
ID: 12354^3
Animals
ID: 12354^4
Provides you with a mystical sense, pointing you towards the nearest animal.
ID: 12355^1
Cannibalize II
ID: 12355^2
Cannibalize
ID: 12355^3
II
ID: 12355^4
Channels your body's energy to refresh your mind, trading hit points for mana.
ID: 12356^1
Celerity
ID: 12356^2
Celerity
ID: 12356^4
Grants your target quickened movement, increasing their attack speed for 16:00.
ID: 12357^1
Swift Like the Wind
ID: 12357^2
Swift
ID: 12357^3
Like the Wind
ID: 12357^4
Grants your target quickened movement, increasing their attack speed for 16:00.
ID: 12358^1
Invisibility versus Animals
ID: 12358^2
Invisibility
ID: 12358^3
versus Animals
ID: 12358^4
Covers your skin in a light veil that renders you invisible to most animals.
ID: 12359^1
Invisibility
ID: 12359^2
Invisibility
ID: 12359^4
Cloaks your target in a mystic veil, making them invisible to many creatures.
ID: 12360^1
Shrink
ID: 12360^2
Shrink
ID: 12360^4
Shrinks your target, allowing them greater mobility in tight quarters.
ID: 12361^1
Creeping Vision
ID: 12361^2
Creeping
ID: 12361^3
Vision
ID: 12361^4
Improves your visual range, allowing you to see farther for 1:00.
ID: 12362^1
Blinding Luminance
ID: 12362^2
Blinding
ID: 12362^3
Luminance
ID: 12362^4
Creates a bright flash of light, temporarily blinding your target.
ID: 12363^1
Charm Animals
ID: 12363^2
Charm
ID: 12363^3
Animals
ID: 12363^4
Beckons to the animals of the wild, allowing you to control them.
ID: 12364^1
Incapacitate
ID: 12364^2
Incapacitate
ID: 12364^4
Saps your target's power, decreasing their agility, strength, and armor class for 6:30.
ID: 12365^1
Insidious Malady
ID: 12365^2
Insidious
ID: 12365^3
Malady
ID: 12365^4
Infects your target with a fever, causing them to become more susceptible to other diseases.
ID: 12366^1
Togor's Insects
ID: 12366^2
Togor's
ID: 12366^3
Insects
ID: 12366^4
Engulfs your target in a swarm of insects, slowing their attack rate for 3:30.
ID: 12367^1
Sphere of Light
ID: 12367^2
Sphere
ID: 12367^3
of Light
ID: 12367^4
Conjures a sphere of energy that provides light in dark areas.
ID: 12368^1
Ice Comet
ID: 12368^2
Ice
ID: 12368^3
Comet
ID: 12368^4
Summons a giant comet of ice from the sky, causing between 700 and 808 damage to your target.
ID: 12369^1
Wrath of Al'Kabor
ID: 12369^2
Wrath
ID: 12369^3
of Al'Kabor
ID: 12369^4
Creates a freezing ice storm that causes 448 damage to several creatures in the vicinity of your target.
ID: 12370^1
Supernova
ID: 12370^2
Supernova
ID: 12370^4
Creates a ring of chaotic flames, causing 854 damage to all nearby creatures.
ID: 12371^1
Conflagration
ID: 12371^2
Conflagration
ID: 12371^4
Consumes your target in flames, causing between 700 and 900 damage.
ID: 12372^1
Fire Spiral of Al'Kabor
ID: 12372^2
Fire
ID: 12372^3
Spiral
ID: 12372^4
Creates a fire spiral that causes between 51 and 76 damage to all creatures in the vicinity of your target.
ID: 12373^1
Circle of Force
ID: 12373^2
Circle
ID: 12373^3
of Force
ID: 12373^4
Creates a circle of force, causing between 100 and 216 damage to several creatures in the vicinity of your target.
ID: 12374^1
Lava Storm
ID: 12374^2
Lava
ID: 12374^3
Storm
ID: 12374^4
Calls down a storm of lava that falls in three waves, causing between 401 and 401 damage to all creatures in the vicinity of your target.
ID: 12375^1
Thunderclap
ID: 12375^2
Thunderclap
ID: 12375^4
Strikes your target with energy, stunning them briefly and causing between 120 and 232 damage.
ID: 12376^1
Rend
ID: 12376^2
Rend
ID: 12376^4
Tears the flesh from your target, causing between 650 and 855 damage.
ID: 12377^1
Force Spiral of Al'Kabor
ID: 12377^2
Force
ID: 12377^3
Spiral
ID: 12377^4
Creates an energy spiral that causes between 127 and 172 damage to all creatures in the vicinity of your target.
ID: 12378^1
Gravity Flux
ID: 12378^2
Gravity
ID: 12378^3
Flux
ID: 12378^4
Causes a sudden reversal in the gravity around your target, doing between 170 and 350 damage.
ID: 12379^1
Markar's Clash
ID: 12379^2
Markar's
ID: 12379^3
Clash
ID: 12379^4
Strikes your target with energy, stunning them briefly and causing 200 damage.
ID: 12380^1
Arch Shielding
ID: 12380^2
Arch
ID: 12380^3
Shielding
ID: 12380^4
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 12381^1
Resistant Skin
ID: 12381^2
Resistant
ID: 12381^3
Skin
ID: 12381^4
Covers you in resistant skin that protects you from poison and disease.
ID: 12382^1
Elemental Armor
ID: 12382^2
Elemental
ID: 12382^3
Armor
ID: 12382^4
Covers your skin in elemental armor, protecting you from fire and cold.
ID: 12382^6
Increases the duration of percussion instrument based bard songs by #1 tick.
ID: 12383^1
O`Keil's Radiation
ID: 12383^2
O`Keil's
ID: 12383^3
Radiation
ID: 12383^4
Surrounds your target in radiating flame that damages any creature that strikes them.
ID: 12383^6
Increases the duration of brass instrument based bard songs by #1 tick.
ID: 12384^1
Fade
ID: 12384^2
Fade
ID: 12384^4
Teleports you a short distance away in a random direction.
ID: 12384^6
Increases the duration of string instrument based bard songs by #1 tick.
ID: 12385^1
Yonder
ID: 12385^2
Yonder
ID: 12385^4
Teleports you a large distance away in a random direction.
ID: 12385^6
Increases the duration of wind instrument based bard songs by #1 tick.
ID: 12386^1
Shifting Sight
ID: 12386^2
Shifting
ID: 12386^3
Sight
ID: 12386^4
Shifts your vision to your target's eyes, increasing vision range, as well as vastly improving night vision.
ID: 12387^1
Eye of Zomm
ID: 12387^2
Eye
ID: 12387^3
of Zomm
ID: 12387^4
Conjures a magical eye that allows you to scout dangerous areas.
ID: 12388^1
Gaze
ID: 12388^2
Gaze
ID: 12388^4
Strengthens your vision, allowing you to see much farther.
ID: 12389^1
Heat Sight
ID: 12389^2
Heat
ID: 12389^3
Sight
ID: 12389^4
Imbues your eyes with infravision, allowing greatly improved sight in dark areas.
ID: 12390^1
Sight
ID: 12390^2
Sight
ID: 12390^4
Strengthens your vision, allowing you to see much farther.
ID: 12391^1
Magnify
ID: 12391^2
Magnify
ID: 12391^4
Strengthens your vision, allowing you to see much farther.
ID: 12392^1
Concussion
ID: 12392^2
Concussion
ID: 12392^4
Attacks the mind of your target, causing them to forget some of the damage you have done to them.
ID: 12393^1
Bonds of Force
ID: 12393^2
Bonds
ID: 12393^3
of Force
ID: 12393^4
Surrounds your target's feet in arcane shackles, slowing their movement speed.
ID: 12394^1
Flying Kick
ID: 12394^2
Flying
ID: 12394^3
Kick
ID: 12394^4
Boot to the Head.
ID: 12395^1
Friendly Stasis
ID: 12395^2
Friendly
ID: 12395^3
Stasis
ID: 12395^4
This Ability, when activated, will temporarily remove your target from all combat and leave your target immobile for a short time.
ID: 12396^1
Alacrity
ID: 12396^2
Alacrity
ID: 12396^4
Grants your target quickened movement, increasing their attack speed.
ID: 12397^6
Increases abilities.
ID: 12400^6
Allows the user to see invisible beings and to see far in the distance.
ID: 12401^6
Changes the user into a gnome in a steam suit, and casts another spell that increases AC and maximum health.
ID: 12402^6
Changes the user into a Kedge, and casts another spell that grants water breathing, levitation, and cold resistance.
ID: 12403^6
This nimbus embodies the spirit of the fall solstice.
ID: 12404^6
Grants the wearer an increase to their AC and maximum health.
ID: 12405^6
Grants the wearer water breathing, levitation and cold resistance.
ID: 12416^1
Twinproc
ID: 12416^4
This passive ability will give you the innate chance to perform a twinproc each time you proc a detrimental weapon based spell. Each rank will add a 3% increased chance to perform a twinproc.
ID: 12419^1
Tactical Mastery
ID: 12419^4
Studying one's opponent for weaknesses provides the knowledge and ability to pierce through advanced defenses. Each rank of this ability grants an increasing chance of bypassing an opponent's special defenses, such as dodge, block, parry, and riposte.
ID: 12422^1
Group Perfected Levitation
ID: 12422^2
Group Perf
ID: 12422^3
Levitation
ID: 12422^4
This ability grants your group a perfected ability to Levitate on demand.
ID: 12429^1
Double Riposte
ID: 12429^4
This ability further increases your chance of double riposting your opponent each time you score a successful riposte by ten percent per rank.
ID: 12430^1
Hastened Forceful Rejuvenation
ID: 12430^4
This ability reduces the amount of time required between uses of Forceful Rejuvenation by 3 minutes for ranks 1, 2 and 3. Ranks 4, 5, 6, and 7 reduce this time by 6 minutes per rank.
ID: 12430^6
Someone or something else assumes control of your mind and body.
ID: 12431^6
You are prevented from casting spells.
ID: 12432^6
You are prevented from using combat abilities.
ID: 12433^6
Your spell casting level has been reduced.
ID: 12434^6
You are prevented from casting spells.
ID: 12435^6
You are prevented from using combat abilities.
ID: 12436^6
Your spell casting level has been reduced.
ID: 12439^6
A gale force wind pushes you away.
ID: 12440^6
You are floating.
ID: 12443^6
You remain in place while your melee speed and spell casting level are reduced.
ID: 12444^6
You are prevented from casting spells or using combat abilities.
ID: 12449^6
Summons a fast desert kangon mount.
ID: 12450^6
Summons a very fast desert kangon mount. Additionally offers a mount blessing which increases your maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 100.
ID: 12451^6
Summons a fast forest kangon mount.
ID: 12452^6
Summons a very fast forest kangon mount. Additionally offers a mount blessing which increases your maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 100.
ID: 12453^6
Activate your miniature of the Veilbreaker. It will follow you wherever you go.
ID: 12454^6
This illusion makes you appear to be driving a Heavy Lifting Device.
ID: 12456^6
Burns the target's mana when it casts spells.
ID: 12457^6
Can harm the target when it attacks physically.
ID: 12458^6
Increases spell casting times for priests and can prevent some healing spells from landing. Can spread to those nearby.
ID: 12459^6
Causes harm to the target when they cast a spell and sometimes when they strike with melee.
ID: 12460^6
Prevents damage and healing magic.
ID: 12461^6
Suppresses many physical skills.
ID: 12462^6
Causes instant and continuing damage to target.
ID: 12463^6
Causes damage, blindness to target, as well as stunning them.
ID: 12464^6
Causes damage to target's health and mana over time, as well as slowing them and making it diffucult to cast spells.
ID: 12465^6
Instant
ID: 12466^6
Causes damage to those using physical attacks on the target.
ID: 12467^6
Instant
ID: 12468^6
Instant
ID: 12469^6
Drains mana from the target. Will spread to those nearby.
ID: 12470^6
Instant
ID: 12471^6
Harms those striking the target.
ID: 12472^6
Charms the target.
ID: 12473^6
Causes damage to target over time.
ID: 12474^6
Frightens the pants off the target.
ID: 12475^6
Slows target's melee attack and movement speed.
ID: 12476^6
Instant
ID: 12477^6
Causes damage over time to the target. Slows target's melee speed. Will spread to those nearby.
ID: 12478^1
Hastened Companion's Blessing
ID: 12478^4
This ability decreases the amount of time required between uses of Companion's Blessing by 60 seconds per rank.
ID: 12478^6
Prevents casting of spells.
ID: 12479^6
Prevents use of many melee abilities.
ID: 12480^6
Instant
ID: 12481^6
Instant
ID: 12482^6
Instant
ID: 12483^6
Read the book
ID: 12484^6
Read the scroll
ID: 12489^1
Mystical Echo
ID: 12489^4
This ability gives you a 1% chance to reflect a single incoming spell. Each rank increases this chance by 2%.
ID: 12491^6
Changes the looks of your pet.
ID: 12492^6
Changes the user into a shissar and casts another spell that offers some AC and health regeneration.
ID: 12493^6
Grants the wearer an increase to their AC and health regeneration.
ID: 12494^6
Summons a fast Plains Puma mount.
ID: 12495^6
Summons a very fast Plains Puma mount. Additionally offers a mount blessing which increases your maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 100.
ID: 12496^6
Summons a fast Forest Jaguar mount.
ID: 12497^6
Summons a very fast Forest Jaguar mount. Additionally offers a mount blessing which increases your maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 100.
ID: 12498^6
Summons a fast Grassland Tiger mount.
ID: 12499^6
Summons a very fast Grassland Tiger mount. Additionally offers a mount blessing which increases your maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 100.
ID: 12500^1
Hastened Jolting Kicks
ID: 12500^4
This passive ability reduces the time between uses of Jolting Kick. Each rank reduces the timer by 1 second.
ID: 12500^6
When this ability is activated, your music forms a physical barrier about you, decreasing the damage you take from spells and melee attacks. Increased ranks improve the maximum amount of damage it can absorb before it fails.
ID: 12501^6
When this ability is activated, your music forms a physical barrier about you, decreasing the damage you take from spells and melee attacks. Increased ranks improve the maximum amount of damage it can absorb before it fails.
ID: 12502^6
When this ability is activated, your music forms a physical barrier about you, decreasing the damage you take from spells and melee attacks. Increased ranks improve the maximum amount of damage it can absorb before it fails.
ID: 12503^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 12504^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 12505^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 12506^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 12507^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 12508^6
By focusing your songs on an enemy, you can weaken their ability to defend themselves, increasing the damage they take from attacks. After 30 seconds, the song builds to a crescendo causing massive damage to the target. Additional ranks inflict more dam
ID: 12509^6
By focusing your songs on an enemy, you can weaken their ability to defend themselves, increasing the damage they take from attacks. After 30 seconds, the song builds to a crescendo causing massive damage to the target. Additional ranks inflict more dam
ID: 12510^6
By focusing your songs on an enemy, you can weaken their ability to defend themselves, increasing the damage they take from attacks. After 30 seconds, the song builds to a crescendo causing massive damage to the target. Additional ranks inflict more dam
ID: 12511^6
This ability engulfs your target in a barrage of discordant noise, causing it to take damage for the duration of the effect. Every time this effect causes damage, it also has a chance to interrupt any spells being cast. Additional ranks improve the dama
ID: 12512^6
This ability engulfs your target in a barrage of discordant noise, causing it to take damage for the duration of the effect. Every time this effect causes damage, it also has a chance to interrupt any spells being cast. Additional ranks improve the dama
ID: 12513^6
This ability engulfs your target in a barrage of discordant noise, causing it to take damage for the duration of the effect. Every time this effect causes damage, it also has a chance to interrupt any spells being cast. Additional ranks improve the dama
ID: 12517^6
Bladed Song causes your opponent to take damage every time they attack.
ID: 12520^6
When this ability is activated, the beastlord will unleash a terrible roar that leaves the opponent damaged, shaken, and less willing to attack the beastlord. Additional ranks cause the ability to deal more damage and make the target even less likely to
ID: 12521^6
When this ability is activated, the beastlord will unleash a terrible roar that leaves the opponent damaged, shaken, and less willing to attack the beastlord. Additional ranks cause the ability to deal more damage and make the target even less likely to
ID: 12522^6
When this ability is activated, the beastlord will unleash a terrible roar that leaves the opponent damaged, shaken, and less willing to attack the beastlord. Additional ranks cause the ability to deal more damage and make the target even less likely to
ID: 12524^6
Taste of Blood gives your pet a chance to enter a blood frenzy when it gets credit for a successful kill. Blood frenzy increases your pet's damage and chance to frenzy upon a successful triple attack.
ID: 12525^6
Once you train this ability, you may imbue your pet with an attack that is reputed to slow an enemy's walking. Additional ranks increase the effectiveness and duration of your pet's ability to slow an enemy's walking speed.
ID: 12526^6
This ability allows the Beastlord to share some of his natural attunement with his party in the form of health and mana. Additional ranks increase the amount of health and mana that is shared with party.
ID: 12527^6
This ability allows the Beastlord to share some of his natural attunement with his party in the form of health and mana. Additional ranks increase the amount of health and mana that is shared with party.
ID: 12528^6
This ability allows the Beastlord to share some of his natural attunement with his party in the form of health and mana. Additional ranks increase the amount of health and mana that is shared with party.
ID: 12534^6
Uncanny Resilience reduces the amount of damage sustained by incoming melee attacks. All ranks of this ability will slightly increase the total amount of damage that can be absorbed and the first three ranks will increase the duration.
ID: 12535^6
Uncanny Resilience reduces the amount of damage sustained by incoming melee attacks. All ranks of this ability will slightly increase the total amount of damage that can be absorbed and the first three ranks will increase the duration.
ID: 12536^6
Uncanny Resilience reduces the amount of damage sustained by incoming melee attacks. All ranks of this ability will slightly increase the total amount of damage that can be absorbed and the first three ranks will increase the duration.
ID: 12537^6
Blinding Fury sends you into a battle rage that increases your melee ability. This rage is so intense that you have a chance of temporarily losing your sight. While blinded by fury, you will attack even faster and unleash a series of double attacks.
ID: 12538^6
Blinding Fury sends you into a battle rage that increases your melee ability. This rage is so intense that you have a chance of temporarily losing your sight. While blinded by fury, you will attack even faster and unleash a series of double attacks.
ID: 12539^6
Blinding Fury sends you into a battle rage that increases your melee ability. This rage is so intense that you have a chance of temporarily losing your sight. While blinded by fury, you will attack even faster and unleash a series of double attacks.
ID: 12540^6
While this ability is active, the berserker is fueled by his rage causing his melee critical hits to land for massive damage. When the ability wears off, though, it drains a significant portion of the berserker's life force.
ID: 12541^6
While this ability is active, the berserker is fueled by his rage causing his melee critical hits to land for massive damage. When the ability wears off, though, it drains a significant portion of the berserker's life force.
ID: 12542^6
While this ability is active, the berserker is fueled by his rage causing his melee critical hits to land for massive damage. When the ability wears off, though, it drains a significant portion of the berserker's life force.
ID: 12546^6
While this ability is active, the berserker will push themselves beyond their limits. The berserker's damage output will increase, but they will take a portion of the damage they dole out themselves.
ID: 12547^6
While this ability is active, the berserker will push themselves beyond their limits. The berserker's damage output will increase, but they will take a portion of the damage they dole out themselves.
ID: 12548^6
While this ability is active, the berserker will push themselves beyond their limits. The berserker's damage output will increase, but they will take a portion of the damage they dole out themselves.
ID: 12549^6
This ability infuses an undead NPC with holy energy, causing it to continually take damage for the next 30 seconds. Each additional level of this ability increases the damage done. Occasionally an undead NPC will react violently to the infusion of holy
ID: 12550^6
While this ability is active, any creature up to level 83 daring to attack the cleric has a chance to be stunned in retribution. This effect will fade after 72 strikes.
ID: 12557^6
This ability infuses you with a divine spirit, greatly increasing your physical prowess for a short period of time. Additional ranks increase this effect.
ID: 12558^6
This ability infuses you with a divine spirit, greatly increasing your physical prowess for a short period of time. Additional ranks increase this effect.
ID: 12559^6
This ability infuses you with a divine spirit, greatly increasing your physical prowess for a short period of time. Additional ranks increase this effect.
ID: 12569^6
This ability gives you an alternate form of Spirit of the Wood that channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration a
ID: 12570^6
This ability gives you an alternate form of Spirit of the Wood that channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration a
ID: 12571^6
This ability gives you an alternate form of Spirit of the Wood that channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration a
ID: 12572^6
For a brief time, you are able to commune with the woodland spirits who provide your party with exceptional regenerative abilities and a protective shield of armor and thorns. Additional ranks increase the power of this effect
ID: 12573^6
For a brief time, you are able to commune with the woodland spirits who provide your party with exceptional regenerative abilities and a protective shield of armor and thorns. Additional ranks increase the power of this effect
ID: 12574^6
For a brief time, you are able to commune with the woodland spirits who provide your party with exceptional regenerative abilities and a protective shield of armor and thorns. Additional ranks increase the power of this effect
ID: 12575^6
Through this ability you are able to assume the form of a white spirit wolf. While in this form, your beneficial spells will require less mana and you will be resistant to cold based attacks.
ID: 12577^6
While active, a portion of the damage you sustain is taken out of your mana rather than your hit points. Any damage that cannot be absorbed by your mana comes off your hit points instead. The first rank of this ability will absorb to 10 hits from spell
ID: 12578^6
While active, a portion of the damage you sustain is taken out of your mana rather than your hit points. Any damage that cannot be absorbed by your mana comes off your hit points instead. The first rank of this ability will absorb to 10 hits from spell
ID: 12579^6
While active, a portion of the damage you sustain is taken out of your mana rather than your hit points. Any damage that cannot be absorbed by your mana comes off your hit points instead. The first rank of this ability will absorb to 10 hits from spell
ID: 12582^1
Hastened Hate's Attraction
ID: 12582^4
This passive ability reduces the time required between uses of Hate's Attraction by 10 seconds per rank.
ID: 12592^6
This ability allows you to absorb the pure essence of elemental fire into your soul. While this ability is active, your fire-based spells will benefit from enhanced damage. The effects of this ability last slightly longer than Heart of Flames.
ID: 12593^6
This ability allows you to absorb the pure essence of elemental air into your soul. While this ability is active, enemies will notice your actions less. This ability lasts slightly longer than Heart of Vapor.
ID: 12594^6
This ability allows you to absorb the pure essence of elemental ice into your soul. While this ability is active, you will take less damage from spells. This ability lasts slightly longer than Heart of Ice (assuming it is not stripped by excess damage)
ID: 12595^6
This ability allows you to absorb the pure essence of elemental earth into your soul. While this ability is active, you will take less damage from melee attacks. This ability lasts slightly longer than Heart of Stone (assuming it is not stripped by exce
ID: 12600^1
Hastened Frenzied Stabbing
ID: 12600^4
Each rank of this ability reduces the time required between uses of your Frenzied Stabbing ability by 1 minute.
ID: 12603^1
Extended Frenzied Stabbing Discipline
ID: 12603^4
Each rank of this ability extends the use of your Frenzied Stabbing Discipline ability by 1 tick.
ID: 12606^1
Speed of the Scoundrel
ID: 12606^4
Increases a Rogue's base run speed.
ID: 12606^6
Armor of the Inquisitor grants the paladin an improvement to his armor class and increases the benefit he gains from healing spells that land on him. Additional ranks of the ability increase the effects and the duration of the ethereal armor.
ID: 12607^1
Hastened Pinpoint
ID: 12607^4
Each rank of this ability shortens the reuse time of your Pinpoint abilities by 10 percent.
ID: 12607^6
Armor of the Inquisitor grants the paladin an improvement to his armor class and increases the benefit he gains from healing spells that land on him. Additional ranks of the ability increase the effects and the duration of the ethereal armor.
ID: 12608^6
Armor of the Inquisitor grants the paladin an improvement to his armor class and increases the benefit he gains from healing spells that land on him. Additional ranks of the ability increase the effects and the duration of the ethereal armor.
ID: 12611^6
This ability transforms you into an exceptionally bloodthirsty wolf that attacks with lightning speed, for a brief time. Additional ranks increase your offensive capabilities and cause the transition into the wolf to heal many of your wounds.
ID: 12612^6
This ability transforms you into an exceptionally bloodthirsty wolf that attacks with lightning speed, for a brief time. Additional ranks increase your offensive capabilities and cause the transition into the wolf to heal many of your wounds.
ID: 12613^6
This ability transforms you into an exceptionally bloodthirsty wolf that attacks with lightning speed, for a brief time. Additional ranks increase your offensive capabilities and cause the transition into the wolf to heal many of your wounds.
ID: 12614^6
This ability allows you to share your natural affinity for the hunt with your party in the form of greater accuracy, more critical hits, and increased offensive power. Additional ranks further improve this effect.
ID: 12615^1
Hastened Twisted Chance Discipline
ID: 12615^4
Each rank of this ability shortens the reuse time of your Twisted Chance Discipline ability by 2 minutes.
ID: 12615^6
This ability allows you to share your natural affinity for the hunt with your party in the form of greater accuracy, more critical hits, and increased offensive power. Additional ranks further improve this effect.
ID: 12616^6
This ability allows you to share your natural affinity for the hunt with your party in the form of greater accuracy, more critical hits, and increased offensive power. Additional ranks further improve this effect.
ID: 12618^6
While this ability is active, you periodically attempt to throw dirt into your opponent's eyes. If successful, your opponent will be temporarily blinded and will be less able to make accurate attacks. Each rank in this ability increases the chance that yo
ID: 12619^6
While this ability is active, you periodically attempt to throw dirt into your opponent's eyes. If successful, your opponent will be temporarily blinded and will be less able to make accurate attacks. Each rank in this ability increases the chance that yo
ID: 12620^6
While this ability is active, you periodically attempt to throw dirt into your opponent's eyes. If successful, your opponent will be temporarily blinded and will be less able to make accurate attacks. Each rank in this ability increases the chance that yo
ID: 12621^6
Tumbling increases your chance to avoid incoming damage and increases your movement speed. While tumbling, your ability to deal damage will be lessened as you devote more energy to acrobatic movements.
ID: 12634^1
Vile Efficacy
ID: 12634^4
This ability provides you with 50 percent chance to not consume a reagent when casting Banshee Aura
ID: 12635^1
Improved Death Peace
ID: 12635^2
Imp Death
ID: 12635^3
Peace
ID: 12635^4
This ability gives you an instant cast version of Death Peace. Requires Death Peace 2 to purchase.
ID: 12635^6
This ability channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration.
ID: 12636^1
Eyes Wide Open
ID: 12636^4
This passive ability increases the capacity of your extended target window by one slot per rank.
ID: 12636^6
This ability channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration.
ID: 12637^6
This ability channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration.
ID: 12638^1
Communion of the Cheetah
ID: 12638^2
Group
ID: 12638^3
Cheetah
ID: 12638^4
This ability provides a group version of Spirit of Cheetah.
ID: 12641^6
Through use of this ability, the shaman can call upon their ancestors to fill their group with strength and healing.
ID: 12642^6
Through use of this ability, the shaman can call upon their ancestors to fill their group with strength and healing.
ID: 12643^6
Through use of this ability, the shaman can call upon their ancestors to fill their group with strength and healing.
ID: 12645^1
Extended Convergence of Spirit
ID: 12645^4
This passive ability extends the duration of Convergence of Spirit by 1 tick.
ID: 12646^1
Extended Spirit of the Wood
ID: 12646^4
This passive ability extends the duration of Spirit of the Wood by 1 tick.
ID: 12651^1
Spirit of the Bear
ID: 12651^2
Bear
ID: 12651^3
Spirit
ID: 12651^4
This ability, when activated, imbues your friendly target with the spirit of the bear, increasing their health, armor, and avoidance for a short time.
ID: 12652^1
Twinheal
ID: 12652^4
This passive ability will give you a small innate chance to perform a twincast each time you cast a healing spell. Each rank gives you a 1 percent chance to twincast. This will not affect healing over time spells.
ID: 12652^6
This ability provides you with a familiar that strengthens the effects of your fire-based spells. Additional ranks allows the familiar to strengthen higher level spells.
ID: 12653^6
This ability provides you with a familiar that strengthens the effects of your ice-based spells. Additional ranks allows the familiar to strengthen higher level spells.
ID: 12654^6
This ability provides you with a familiar that strengthens the effects of your magic-based spells. Additional ranks allows the familiar to strengthen higher level spells.
ID: 12655^1
Nature's Blessing
ID: 12655^2
Nature's
ID: 12655^3
Blessing
ID: 12655^4
This ability, when activated, allows all of your healing spells to land for critical effect for the next 12 seconds at a cost of greatly increased mana usage. Each rank slightly reduces the amount of mana used.
ID: 12658^6
While active, the wizard focuses his mastery over ice to cause any ice-based direct damage spell they cast to have a chance to cause the targeted creature to enter a cryogenic stasis, slowing their movement rate and becoming more susceptible to ice-based
ID: 12659^6
While active, the wizard focuses his mastery over ice to cause any ice-based direct damage spell they cast to have a chance to cause the targeted creature to enter a cryogenic stasis, slowing their movement rate and becoming more susceptible to ice-based
ID: 12660^6
While active, the wizard focuses his mastery over ice to cause any ice-based direct damage spell they cast to have a chance to cause the targeted creature to enter a cryogenic stasis, slowing their movement rate and becoming more susceptible to ice-based
ID: 12661^1
Nature's Fury
ID: 12661^2
Nature's
ID: 12661^3
Fury
ID: 12661^4
This ability, when activated, increases the damage done by your spells when they land for critical damage for a short period of time at the cost of greatly increased mana usage. Each rank reduces the mana penalty by 10 percent.
ID: 12664^1
Hastened Storm Strike
ID: 12664^4
This passive abilty reduces the time required between uses of Storm Strike by 2 seconds per rank.
ID: 12664^6
While active, the wizard focuses his mastery over fire to cause any fire-based direct damage spell they cast to have a chance to cause the targeted creature to burst into flames, taking continual damage and becomes more susceptible to further fire-based a
ID: 12665^6
While active, the wizard focuses his mastery over fire to cause any fire-based direct damage spell they cast to have a chance to cause the targeted creature to burst into flames, taking continual damage and becomes more susceptible to further fire-based a
ID: 12666^6
While active, the wizard focuses his mastery over fire to cause any fire-based direct damage spell they cast to have a chance to cause the targeted creature to burst into flames, taking continual damage and becomes more susceptible to further fire-based a
ID: 12671^6
Hold the Line increases the amount of hit points healed by healing spells that land on you but reduces your offensive damage by as well. Rank 1 will increase the healing spells that land on you by 10 percent and Rank 2 will increase the heals by 15 percent while your damage is reduced by 25 percent.
ID: 12676^6
Arcane Whisper reduces hate on a single target slightly over time.
ID: 12678^1
Extended Impenetrable Barrier
ID: 12678^4
This passive ability extends the duration of your Impenetrable Discipline by 1 tick per rank.
ID: 12680^6
Heals you for #3 per tick for up to %z.
ID: 12688^1
Extended Heel of Kanji
ID: 12688^4
This passive ability extends the duration of your Heel of Kanji Discipline by 1 tick per rank.
ID: 12691^1
Extended Scaledfist
ID: 12691^4
This passive ability extends the duration of your Scaledfist Discipline by 1 tick per rank.
ID: 12706^1
Fists of Steel
ID: 12706^4
This passive ability increases the damage done by hand to hand attacks and has a small chance to proc Fists of Fury. Each rank increases the damage amount as well as the chance to proc.
ID: 12709^1
Extended Deftdance
ID: 12709^4
This passive ability extends the duration of the Deftdance Discipline by 1 tick per rank.
ID: 12710^1
Hastened Deftdance
ID: 12710^4
This passive ability reduces the time required between uses of Deftdance by 6 minutes per rank.
ID: 12712^6
Provides an increase in run speed for the bard and members of the bard's party.
ID: 12713^1
Hastened Lyre Leap
ID: 12713^4
This passive ability reduces the time required between uses of Lyre Leap by 2 seconds per rank.
ID: 12716^1
Hastened Quick Time
ID: 12716^4
This passive ability reduces the time required between uses of Quick Time by 30 seconds per rank.
ID: 12719^1
Extended Quick Time
ID: 12719^4
Each rank of this passive ability extends the duration of Quick Time by 10 percent.
ID: 12720^1
Extended Fierce Eye
ID: 12720^4
Each rank of this passive ability extends the duration of Fierce Eye by 1 tick.
ID: 12721^1
Hastened Fierce Eye
ID: 12721^4
This passive ability reduces the time required between uses of Fierce Eye by 60 seconds per rank.
ID: 12727^1
Hastened Dance of Blades
ID: 12727^4
This passive ability reduces the time required between uses of Dance of Blades by 2 minutes per rank.
ID: 12737^1
Resounding Dirge
ID: 12737^4
This passive ability increases the effective distance of Dirge of the Sleepwalker by 5 percent per rank.
ID: 12752^1
Freeze
ID: 12752^2
Freeze
ID: 12752^4
This ability blasts your enemy with freezing breath.
ID: 12753^1
Shock
ID: 12753^2
Shock
ID: 12753^4
This ability blasts your enemy with electrical energy.
ID: 12763^1
Quickened Army of the Dead
ID: 12763^4
This passive ability reduces the time required to cast Army of the Dead by .5 seconds per rank.
ID: 12764^1
LRK Bolt
ID: 12764^2
LRK Bolt
ID: 12764^4
Strikes down flying enemies from long range.
ID: 12765^1
Exoblast
ID: 12765^2
Exoblast
ID: 12765^4
Explodes the outer layer of your armored suit.
ID: 12766^1
Mercurial Torment
ID: 12766^2
Mercurial
ID: 12766^3
Torment
ID: 12766^4
This ability grants you reduced time for casting any detrimental spell by fifteen percent, while rank 2 improves this reduction to 25 percent. Note that some spells may not be affected if they're already under other time reducing effects.
ID: 12770^1
Pestilent Paralysis
ID: 12770^2
Pest
ID: 12770^3
Paralysis
ID: 12770^4
This ability causes your target to succumb to a sudden, violent attack, after which they are frequently unable to move for a time. Each rank of this ability increases the amount of time that the victim remains immobile.
ID: 12773^1
Hastened Divine Companion Aura
ID: 12773^4
This passive ability reduces the time required between uses of Divine Companion Aura by 1 minute per rank.
ID: 12778^1
Embalmer's Carapace
ID: 12778^2
Embalmer
ID: 12778^3
Carapace
ID: 12778^4
This ability causes your skin to stiffen making you impervious to damage but unable to move. As your mind is not affected, your spellcasting is unaffected. The after effects of this state will inflict lasting pain. If not cured, these after effects CAN kill you.
ID: 12779^1
Hastened Encroaching Darkness
ID: 12779^4
This passive ability reduces the time required between uses of Encroaching Darkness by .5 second per rank.
ID: 12782^1
Expanding Darkness
ID: 12782^4
This passive ability extends the casting range of Encroaching Darkness by ten percent per rank.
ID: 12785^1
Aegis of Kildrukaun
ID: 12785^2
Aegis of
ID: 12785^3
Kildrukaun
ID: 12785^4
This ability provides an alternate version of Aegis of Kildrukaun. Rank 2 increases the effectiveness of the defensive bonuses.
ID: 12803^6
While active, the wizard focuses his mastery over arcanum to cause any magic-based direct damage spell they cast to have a chance to proc a spell that will allow their target to take additional damage from spells that are cast on them, regardless of who cast the spell on the wizard's target. Ranks 1 through 3 work on spells between level 60 and 75, Ranks 4 through 6 work on spells between level 65 and 80 and Ranks 7 through 12 work on spells between level 70 and 85. Ranks 13 through 15 work on spells between level 85 and 90. Ranks 16, 17, and 18 work on spells up to level 91, 93 and 95 respectively. Ranks 18, 19, and 20 to 21 work on levels 96, 98, and 100 respectively while increasing the proc chance as well as the damage inflicted. Ranks 22, 23, and 24 increase the maximum trigger levels to 101, 103, and 105 respectively while increasing the damage your enemy will take.
ID: 12804^1
Bestial Bloodrage
ID: 12804^2
Bestial
ID: 12804^3
Bloodrage
ID: 12804^4
This ability, when activated, sends your warder into a blood-fueled rage greatly increasing damage at the cost of health. As the rage fades, there is a chance the warder could become severely fatigued from exhaustion. Each rank increases damage delivered by your warder.
ID: 12807^1
Companion's Sacrifice
ID: 12807^2
Comp
ID: 12807^3
Sacrifice
ID: 12807^4
This ability, when activated, commands your companion to shield you from incoming damage for up to 12 seconds.
ID: 12810^4
This ability grants you a faster casting version of your Summon Companion spell. Starting with rank 2, each rank has an increasing chance to cause your pet to fade when summoned.
ID: 12816^1
Extended Feralgia
ID: 12816^4
This passive ability extends the duration of Haergen and Tuzil's Feralgia by 1 tick per rank.
ID: 12819^1
Hastened Protective Spirit
ID: 12819^4
This passive ability reduces the time required between uses of Protective Spirit Discipline by 10 percent per rank.
ID: 12822^1
Hastened Empathic Fury
ID: 12822^4
This passive ability reduces the time required between uses of Empathic Fury by 10 percent per rank.
ID: 12825^1
Warder's Gemination
ID: 12825^2
Warder
ID: 12825^3
Gemination
ID: 12825^4
This ability, when activated, allows your warder a greatly increased chance to proc spells for a short period of time. Each rank improves the chance of a proc.
ID: 12828^4
This ability allows the Beastlord to share some of his natural attunement with his party in the form of health and mana. Additional ranks increase the amount of health and mana that is shared with party. Starting with rank 17, Paragon of Spirit begins to restore endurance with the party.
ID: 12831^1
Quickened Paragon of Spirit
ID: 12831^4
This passive ability reduces the time required to cast Paragon of Spirit by .5 seconds per rank.
ID: 12832^6
Sets an explosive device. Less apt to fizzle out than the Automated Incendiary Device Mark XIII. Unlikely to prematurely detonate like the Automated Incendiary Device Mark IX. More features than the Automated Incendiary Device Mark VIII. More ergonomic than the Automated Incendiary Device Mark II.
ID: 12837^1
Warder's Gift
ID: 12837^2
Warder's
ID: 12837^3
Gift
ID: 12837^4
This ability, when activated, allows your warder to transfer some of its life to you, healing your wounds. Each rank increases the healing you receive, while reducing the pain inflicted upon your warder.
ID: 12839^6
Captures wisps below 10 percent life, permanently locking their spirits away in the lantern.
ID: 12846^1
Gelid Rending
ID: 12846^4
This passive ability imbues your hand to hand attacks with the chance to slash your enemy with the Gelid Claw. Each rank increases the chance slightly.
ID: 12849^1
Quickened Nature's Salve
ID: 12849^4
This passive ability reduces the time required to cast Nature's Salve by .5 second per rank.
ID: 12852^1
Improved Ward of Destruction
ID: 12852^2
Imp Ward
ID: 12852^3
Destruction
ID: 12852^4
Use of this ability creates a stationary ward that attacks a single target within range. Each rank inproves the damage of the ward. Requires Ward of Destruction rank 5.
ID: 12858^6
The minotaur's charge causes up to #1 damage to your target.
ID: 12859^6
Enrobes you in magmatic heat, raising your fire resistance and harming your attackers for up to %z.
ID: 12860^6
Saryrn's breath kisses your target, causing up to #1 damage.
ID: 12861^6
Summons an elemental minion to attack your target for up to @1 seconds.
ID: 12862^6
Magically fills your lungs with air, removing your need to breathe.
ID: 12863^4
This ability reduces the casting time on your damage spells that have a casting time greater than three seconds by 2, 5, 10, 15, and 20 percent.
ID: 12863^6
Feeds on the souls of its victims, causing #1 damage.
ID: 12864^1
Abscond
ID: 12864^2
Abscond
ID: 12864^4
This ability provides an alternate version of your Abscond spell with reduced cast time and zero mana cost.
ID: 12864^6
Restores 1000 mana and endurance. Target another adventurer to pass the Rathe Thaumatox to them.
ID: 12865^1
Atol's Unresistable Shackles
ID: 12865^2
Atol's Imp
ID: 12865^3
Shackles
ID: 12865^4
This ability grants you an unresistable form of your Atol's Shackles spell. Enemies immune to run speed changes will not be affected.
ID: 12866^1
Dimensional Shield
ID: 12866^2
Dimension
ID: 12866^3
Shield
ID: 12866^4
When struck in combat, the Dimensional Shield creates a localized field of unstable reality, teleporting you away in random directions.
ID: 12866^6
Cloaks your body in a light aura, rendering you invisible to most undead creatures for %z.
ID: 12867^1
Improved Sustained Destruction
ID: 12867^2
Imp Sustained
ID: 12867^3
Destruction
ID: 12867^4
This ability grants you an improved version of Sustained Destruction that slightly increases critical damage while reducing manage usage. Requires Sustained Destruction 6.
ID: 12867^6
Binds the soul of your target to their current location. Use of this spell is often limited to towns and cities.
ID: 12868^6
Increases your movement speed.
ID: 12869^6
Makes your target grow and appear more imposing.
ID: 12870^6
Summons a warder wrulon mount.
ID: 12871^6
Summons a plagued cragslither mount.
ID: 12872^6
Summons a cursed kirin mount.
ID: 12873^6
Cloaks you in a shimmering illusion that makes you appear to be a Kobold Serf. Grants infravision and up to 30 resist disease.
ID: 12874^6
Cloaks you in a shimmering illusion that makes you appear to be a Hideous Harpy. Grants up to 30 charisma and up to 40 attack.
ID: 12875^6
Cloaks you in a shimmering illusion that makes you appear to be a Stone Gargoyle and increases AC.
ID: 12876^6
Surrounds the caster with a swarm of flitting wisps.
ID: 12877^6
Surrounds the caster in the tranquil light of Quellious.
ID: 12878^6
Envelops the caster with the greed and madness of Bristlebane.
ID: 12879^6
Buffets the caster in warming currents of air.
ID: 12880^6
Submerges the caster in the currents of Prexus.
ID: 12881^1
Hastened Harvest of Druzzil
ID: 12881^4
This passive ability reduces the time required between uses of Harvest of Druzzil by 45 seconds per rank.
ID: 12881^6
Summons a bitter Brownie familiar. Increases the owner's agility by up to 30.
ID: 12882^6
Summons a gilded Dragon familiar. Increases the owner's basic resists by up to 20 each.
ID: 12883^6
Summons the Kobold King as your familiar. Increases the owner's mana pool.
ID: 12884^1
Survival of the Felicitous
ID: 12884^2
Survival
ID: 12884^3
Felicitous
ID: 12884^4
TEST ABILITY ONLY - NOT FOR LIVE CONTENT
ID: 12884^6
Summons a phased Scrykin familiar. Periodically shrinks members of your group to a small height.
ID: 12885^1
Concussive Intuition
ID: 12885^2
Concussive
ID: 12885^3
Intuition
ID: 12885^4
This ability, when activated, blasts your enemy with mental energy causing it to lose concentration slightly and reducing its anger towards you.
ID: 12885^6
Summons a hooded Scrykin familiar. Grants a 5 percent chance to reflect some detrimental spells back at the caster.
ID: 12886^1
E'ci's Icy Blessing
ID: 12886^4
This passive ability bestow's E'ci's blessing upon you, opening the path to Kerafyrm's Prismatic Familiar.
ID: 12886^6
Summons a gorged evil eye familiar. Lowers metabolism, decreasing food consumption by 5 percent.
ID: 12887^1
Ro's Fiery Blessing
ID: 12887^4
This passive ability bestow's Solusek Ro's blessing upon you, opening the path to Kerafyrm's Prismatic Familiar.
ID: 12887^6
Pounds the target into the ground!
ID: 12888^1
Druzzil's Mystical Blessing
ID: 12888^4
This passive ability bestow's Druzzil Ro's blessing upon you, opening the path to Kerafyrm's Prismatic Familiar.
ID: 12888^6
Prods the target in the right direction... Hopefully!
ID: 12889^1
Kerafyrm's Favor
ID: 12889^4
This passive ability gains favor with Kerafyrm, opening the path to Kerafyrm's Prismatic Familiar.
ID: 12889^6
Scoops up delicious chocolate ice cream cones for you to eat.
ID: 12890^1
Kerafyrm's Favor
ID: 12890^4
This passive ability gains favor with Kerafyrm, opening the path to Kerafyrm's Prismatic Familiar.
ID: 12890^6
Cloaks you in a mystical illusion that makes you appear as a hooded Scrykin.
ID: 12891^6
Summons a small azure Dragon familiar. Increases the owner's maximum endurance.
ID: 12892^1
Kerafyrm's Prismatic Familiar
ID: 12892^2
Prismatic
ID: 12892^3
Familiar
ID: 12892^4
This ability provides you with a familiar that strengthens the effects of all instant-cast damage spells. Each additional rank increases the max level of focused spells, increases the damage bonus applied, and grants greater mana.
ID: 12892^6
Cloaks you in a shimmering illusion that makes your appearance into the Goblin King.
ID: 12893^1
Improved Twincast
ID: 12893^2
Improved
ID: 12893^3
Twincast
ID: 12893^4
This ability, when activated, provides you with an improved version of your Twincast spell with greater duration, but limited uses. Each additional rank also increases the amount of times your spells can be twincast.
ID: 12893^6
Summons a guardian wrulon mount.
ID: 12894^1
Hastened Phantasmal Opponent
ID: 12894^4
This passive ability reduces the time required between uses of Phantasmal Opponent by 30 seconds per rank.
ID: 12894^6
Summons a protective wrulon mount.
ID: 12895^6
Summons a crimson cragslither mount.
ID: 12896^6
Summons a viridian cragslither mount.
ID: 12897^6
Surrounds you with sharp magical barbs that damage any who attack you.
ID: 12898^6
Cloaks you in a mystic veil, rendering you invisible to many creatures.
ID: 12899^6
Shrinks you to a smaller size, allowing greater mobility in tight quarters.
ID: 12900^6
Opens a magical portal that returns you to your bind point.
ID: 12901^6
Cloaks you in a shimmering illusion that makes you appear to be the Kobold King, Gragnar.
ID: 12902^1
Hastened First Spire of Enchantment
ID: 12902^4
This passive ability decreases the time required between uses of the First Spire of Enchantment by 30 seconds per rank.
ID: 12902^6
Cloaks you in a shimmering illusion that makes you appear to be the Bixie Queen, Pelzia.
ID: 12903^6
Cloaks you in a shimmering illusion that makes you appear to be a Bixie Drone.
ID: 12904^6
Cloaks you in a shimmering illusion that makes you appear to be a Brownie.
ID: 12905^6
Cloaks you in a shimmering illusion that makes you appear to be a Brownie Noble.
ID: 12906^6
Surrounds the caster in the drenching clouds of Karana.
ID: 12907^1
Hastened Second Spire of Enchantment
ID: 12907^4
This passive ability decreases the time required between uses of the Second Spire of Enchantment by 30 seconds per rank.
ID: 12907^6
Surrounds the caster in an overgrowth of leaves from the fingers of Tunare.
ID: 12908^6
Surrounds the caster in the writhing souls trapped in fear of Cazic-Thule.
ID: 12909^6
Surrounds the caster in the loving embrace of Erollisi Marr.
ID: 12910^6
Summons a small Harpy familiar that flutters around its owner.
ID: 12911^6
Summons a troublemaking Gargoyle familiar.
ID: 12912^1
Hastened Third Spire of Enchantment
ID: 12912^4
This passive ability decreases the time required between uses of the Third Spire of Enchantment by 30 seconds per rank.
ID: 12912^6
Summons a cruel and spiteful Gargoyle familiar.
ID: 12913^6
Summons a small white Dragon familiar.
ID: 12914^6
Summons a fast snow leopard mount.
ID: 12915^6
Summons a fast shadow panther mount.
ID: 12916^6
Summons a fast mystical kirin mount.
ID: 12917^6
Summons a fast seething chimera mount.
ID: 12918^6
Increases experience gained for %z.
ID: 12919^6
Restores #2 Mana and #1 Endurance.
ID: 12920^1
Profound Visage
ID: 12920^4
This passive ability increases the effectiveness of Horrifying Visage and Glamorous Visage by ten percent per rank.
ID: 12920^6
Restores #1 Health.
ID: 12921^6
A potion that grants invulnerability for %z.
ID: 12922^6
Graces the user with the touch of Rodcet Nife, healing #1 hit points.
ID: 12923^1
Beguiler's Banishment
ID: 12923^2
Beguiler's
ID: 12923^3
Banishment
ID: 12923^4
Has a chance to forcibly move some enemies around you away from you and cause them to forget that you exist. Each rank increases the number of targets affected.
ID: 12923^6
Graces the user with the kiss of Erollisi Marr, healing #1 endurance and #2 mana.
ID: 12924^6
Randomly restores life, mana and endurance, or grants an experience bonus buff.
ID: 12925^6
Cloaks you in a fiery illusion that makes you appear as a Pyrilen. Also grants a fire damage shield.
ID: 12926^1
Extended Pacification
ID: 12926^4
This passive ability extends the duration of Pacify by 1 tick per rank.
ID: 12926^6
Cloaks you in an icy illusion that makes you appear as a Gelidran. Also grants a cold damage shield.
ID: 12927^6
Cloaks you in a hideous illusion that makes you appear as a Banshee. Also grants a disease damage shield.
ID: 12928^6
Cloaks you in a crystalline illusion that makes you appear as a Golem. Also grants a prismatic damage shield.
ID: 12929^6
Cloaks you in a mystical illusion that makes you appear as a Scrykin. Also grants a magic damage shield.
ID: 12930^6
Cloaks you in a deathly illusion that makes you appear as an undead spined Shiliskin. Also grants a poison damage shield.
ID: 12931^1
Calculated Insanity
ID: 12931^2
Calc
ID: 12931^3
Insan
ID: 12931^4
This ability, when activated, increases the chance your detrimental spells will strike for critical damage, at cost of greatly increased mana usage.
ID: 12931^6
The target is doused in the tears of Quellious, reducing hatred towards the caster.
ID: 12932^6
Surrounds the caster in a cloud of flies from the mouth of Bertoxxulous.
ID: 12933^6
Surrounds the caster in the swirling flames of Solusek Ro.
ID: 12934^6
Surrounds the caster in the crackling lightning of Agnarr.
ID: 12935^6
Summons a small Dragon familiar that increases hit points, and grants the ability to see invisible creatures.
ID: 12936^6
Summons a small Bazu familiar that increases hit point regeneration.
ID: 12937^1
Crippling Aurora
ID: 12937^2
Crippling
ID: 12937^3
Aurora
ID: 12937^4
This ability, when activated, showers the area around you with bursts of crippling sparkling lights, causing any affected enemies to become less dangerous for a short time. Addtional ranks increase the power of the debuff effects by a small amount.
ID: 12937^6
Summons a small Girplan familiar that increases resistance to poison and disease spells, and grants the ability to breath under water.
ID: 12938^1
Mental Contortion
ID: 12938^2
Mental
ID: 12938^3
Contortion
ID: 12938^4
This ability, when activated, causes your target's mind to twist inflicting intense pain and damage, while reducing their ability to do damage to you. Each additional rank further reduces the enemy's ability to damage you, as well as increases the damage inflicted upon it.
ID: 12938^6
Summons a small Lightning Warrior familiar that increases magical resistance and grants ultravision.
ID: 12939^1
Glyph Spray
ID: 12939^2
Glyph
ID: 12939^3
Spray
ID: 12939^4
This ability, when activated, places a barrier around everyone within range protecting against spell damage. Additional ranks increase the protection given by this ability. Starting with rank 3, protection is given against Damage Over Time spells as well.
ID: 12939^6
Summons a small Bixie familiar that increases hit point regeneration, poison resistance, and grants levitation.
ID: 12940^1
Ethereal Yield
ID: 12940^2
Ethereal
ID: 12940^3
Yield
ID: 12940^4
This ability, when activated, draw additional power from the ether around you.
ID: 12941^1
Diminutive Companion
ID: 12941^2
Shrink
ID: 12941^3
Companion
ID: 12941^4
This ability, when activated, shrinks your companion to a more manageable size.
ID: 12960^1
Elemental Spell Fury
ID: 12960^2
Elem Spell
ID: 12960^3
Fury
ID: 12960^4
This ability, when activated, imbues your pets with the ability to strike for critical damage when casting spells. Each rank increases the critical chance by ten percent.
ID: 12961^2
Elem Spell
ID: 12961^3
Fury
ID: 12961^4
This ability, when activated, imbues your pets with the ability to strike for critical damage when casting spells. Each rank increases the critical chance by ten percent.
ID: 12963^1
Small Modulation Shard
ID: 12963^2
Small Mod
ID: 12963^3
Shard
ID: 12963^4
This ability creates a crystallized shard, converting your health into stored mana.
ID: 12964^1
Medium Modulation Shard
ID: 12964^2
Med Mod
ID: 12964^3
Shard
ID: 12964^4
This ability creates a crystallized shard, converting your health into stored mana.
ID: 12965^1
Large Modulation Shard
ID: 12965^2
Large Mod
ID: 12965^3
Shard
ID: 12965^4
This ability creates a large crystallized shard, converting your health into stored mana.
ID: 12968^1
Hastened Malosinete
ID: 12968^4
This passive ability reduces the time required between uses of Malosinete by three seconds per rank.
ID: 12971^1
Shield of the Elements
ID: 12971^2
Shield of
ID: 12971^3
Elements
ID: 12971^4
This ability, when activated, provides you with increased mitigation against both cold and fire based spells for up to thirty seconds. Each rank increases the amount of damage mitigated.
ID: 12977^1
Extended Malosinete
ID: 12977^4
This passive ability increases the duration of Malosinete by 2 ticks per rank.
ID: 12988^1
Extended Pestilence
ID: 12988^4
This ability, when activated, will add one tick to all the damage over time spells you cast for each rank of this ability that you purchase. At rank four, this benefit converts to passive and no longer needs to be activated.
ID: 12988^6
Cloaks you in a frozen illusion that makes you appear as a Golem. Also grants a cold damage shield.
ID: 12989^1
Armor of Ancestral Spirits
ID: 12989^2
Spirit
ID: 12989^3
Armor
ID: 12989^4
This ability, when activated, grants you a blessing from the ancients, increasing your armor for a short period of time. Each rank increases the armor granted to you.
ID: 12992^1
Group Pact of the Wolf
ID: 12992^2
Group Pact
ID: 12992^3
of Wolf
ID: 12992^4
Through this ability you and your group members are able to assume the form of a black werewolf. While in this form, you will benefit from improved vision and quicker reflexes. Additional ranks of this ability will add more health and mana to you.
ID: 12998^6
Consumes your target in a flurry of chaotic magic, causing incredible damage to certain types of dragons.
ID: 13001^1
Hastened Inconspicuous Totem
ID: 13001^4
This passive ability reduces the time required between uses of Inconspicuous Totem by one minute per rank.
ID: 13004^1
Purified Spirits
ID: 13004^2
Purified
ID: 13004^3
Spirits
ID: 13004^4
This ability may remove negative effects from your body.
ID: 13008^1
Group Spirit Walk
ID: 13008^2
Grp Spirit
ID: 13008^3
Walk
ID: 13008^4
This ability provides you with the ability to attune you and your group members with the spirits and move silently and quickly.
ID: 13009^1
Group Silent Presence
ID: 13009^2
Grp Silent
ID: 13009^3
Presence
ID: 13009^4
This ability will allow you and your group members to become invisible for a period of time.
ID: 13010^1
Hastened Cannibalization
ID: 13010^4
This passive ability reduces the time required between uses of Cannibalization by 10 seconds per rank.
ID: 13013^1
Hastened Spirit Channeling
ID: 13013^4
This passive ability reduces the time required between uses of Spiritual Channeling by two minutes per rank.
ID: 13017^1
Vengeful Spirits
ID: 13017^4
This ability increases the power of any critical hits your damage over time spells will do to your enemy. Each rank increases the power of your critical damage. Requires Destructive Cascade rank 10.
ID: 13020^1
Crippling Apparition
ID: 13020^2
Crippling
ID: 13020^3
Apparition
ID: 13020^4
This ability, when activated, showers the area around you with bursts of crippling sparkling lights, causing any affected enemies to become less dangerous for a short time.
ID: 13055^1
Hastened Self Preservation
ID: 13055^4
This passive ability reduces the time required between uses of Self Preservation by 60 seconds per rank.
ID: 13065^1
Binding Axe
ID: 13065^2
Binding
ID: 13065^3
Axe
ID: 13065^4
This ability, when activated, strikes your target for moderate damage, but more importantly rooting them to their current location for a short time.
ID: 13066^1
Agony of Absolution
ID: 13066^2
Agony of
ID: 13066^3
Absolution
ID: 13066^4
This ability, when activated, purges the body through intense pain.
ID: 13067^1
Hastened Absolution
ID: 13067^4
This passive ability reduces the time required between uses of Agony of Absolution by 2 minutes per rank.
ID: 13083^6
Places a scourge upon your target, damaging them for #2 damage every six seconds.
ID: 13084^6
Infests your target with a swarm of scarabs, dealing #2 damage every six seconds.
ID: 13085^6
Calls an angry fire drake to attack your foes.
ID: 13086^6
Use to banish evil from the temple of Tunare inside Bloodmoon Keep.
ID: 13087^6
The stress of revival leaves the body weak and weary.
ID: 13090^1
Gift of Dreamlike Exquisite Radiant Mana
ID: 13090^4
Whenever you cast a level 86 or higher spell that heals or harms someone, this ability grants you an innate chance for the next level 90 or lower spell you cast to only cost a single point of mana. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
ID: 13091^6
Summons a coral snake familiar to your side.
ID: 13092^6
Summons a kunark goblin familiar to your side.
ID: 13096^1
Lingering Death
ID: 13096^4
This ability will add one tick to all the damage over time of spells you cast for each rank of this ability that you purchase. This only works on spells with durations of at least 3 ticks or greater.
ID: 13100^1
Marr's Salvation
ID: 13100^2
Marr's
ID: 13100^3
Salvation
ID: 13100^4
Summons the soothing voice of Mithaniel Marr to calm those around you. The hate your abilities generate is reduced. Each rank further reduces the hate generated by a small amount.
ID: 13101^1
Blessing of the Faithful
ID: 13101^4
When landing a killing blow upon your enemy, your faith grants a chance to increase AC and skill damage for a short time. Additional ranks further increase AC and skill damage. Ranks beyond 3 increase the chance for Blessing of the Faithful to proc on a kill.
ID: 13108^1
Unbridled Strike of Fear
ID: 13108^2
Unbridled
ID: 13108^3
Strike
ID: 13108^4
This ability allows you to pressure your opponent, causing him to stumble away from you.
ID: 13110^6
Extracts the remaining essence from undead with less than 10 percent health.
ID: 13116^6
Removes bolts from large structures.
ID: 13117^6
Swaps cogs in clockworks.
ID: 13120^6
Throws a pair of magical dice, bestowing a random effect upon the user based on the die roll.
ID: 13129^1
Hastened Forceful Rejuvenation
ID: 13129^4
This passive ability reduces the time required between uses of Forceful Rejuvenation by 5 minutes per rank.
ID: 13130^1
Moving Mountains
ID: 13130^2
Moving
ID: 13130^3
Mountains
ID: 13130^4
Your ability to focus your chi into a single target allows you to draw them to you by mystical force.
ID: 13132^1
Quickened Terrors
ID: 13132^4
This passive ability reduces the time required to cast your Terror spells to 0.5 seconds.
ID: 13134^1
Battle Frenzy
ID: 13134^2
Battle
ID: 13134^3
Frenzy
ID: 13134^4
This ability will cause you to score a critical damage nuke for each nuke you cast for a short time at the cost of additional mana. As you gain ranks, your mana penalty is reduced.
ID: 13137^1
Quickened Divine Avatar
ID: 13137^4
This passive ability reduces the casting time of Divine Avatar by .5 second per rank.
ID: 13143^1
Quickened Silent Casting
ID: 13143^4
This passive ability reduces the cast time of Silent Casting. Each rank improves the cast time by .3 seconds.
ID: 13146^1
Quickened Silent Casting
ID: 13146^4
This passive ability reduces the cast time of Silent Casting. Each rank improves the cast time by .3 seconds.
ID: 13164^1
Balefire Burst
ID: 13164^2
Balefire
ID: 13164^3
Burst
ID: 13164^4
With a burst of righteous fire from above, the holy paladin is able to slip into the shadows and escape enemy attention.
ID: 13165^1
Explosion of Spite
ID: 13165^2
Explosion
ID: 13165^3
Spite
ID: 13165^4
This ability will fill creatures closely around you with hatred towards you.
ID: 13166^1
Hastened Explosion of Hatred
ID: 13166^4
This passive ability reduces the time required to cast Explosion of Hatred or Explosion of Spite by 5 seconds per rank.
ID: 13168^6
This ability grants you a Tiger Claw attack with a chance to gouge the eyes of the target, reducing its ability to attack. Ranks in this ability increase the potency of the blinding. This ability uses endurance when activated and cannot be used at the sam
ID: 13169^1
Howl of the Warlord
ID: 13169^2
Howl of
ID: 13169^3
Warlord
ID: 13169^4
With a primal roar, all enemies shy away in terror, allowing the accomplished warrior to slip into the shadows and escape.
ID: 13169^6
This ability grants you a Tiger Claw attack with a chance to gouge the eyes of the target, reducing its ability to attack. Ranks in this ability increase the potency of the blinding. This ability uses endurance when activated and cannot be used at the sam
ID: 13170^6
This ability grants you a Tiger Claw attack with a chance to gouge the eyes of the target, reducing its ability to attack. Ranks in this ability increase the potency of the blinding. This ability uses endurance when activated and cannot be used at the sam
ID: 13171^6
This ability grants you a Tiger Claw attack with a chance to gouge the eyes of the target, reducing its ability to attack. Ranks in this ability increase the potency of the blinding. This ability uses endurance when activated and cannot be used at the sam
ID: 13172^6
This ability grants you a Tiger Claw attack with a chance to gouge the eyes of the target, reducing its ability to attack. Ranks in this ability increase the potency of the blinding. This ability uses endurance when activated and cannot be used at the sam
ID: 13173^6
This ability grants you a Tiger Claw attack with a chance to gouge the eyes of the target, reducing its ability to attack. Ranks in this ability increase the potency of the blinding. This ability uses endurance when activated and cannot be used at the sam
ID: 13174^6
This ability grants you an Eagle Strike attack with a chance to reduce the movement speed of the target. Ranks in this ability increase the potency of the snare effect. This ability uses endurance when activated and can not be used at the same time as Stu
ID: 13175^6
This ability grants you an Eagle Strike attack with a chance to reduce the movement speed of the target. Ranks in this ability increase the potency of the snare effect. This ability uses endurance when activated and can not be used at the same time as Stu
ID: 13177^6
This ability grants you an Eagle Strike attack with a chance to reduce the movement speed of the target. Ranks in this ability increase the potency of the snare effect. This ability uses endurance when activated and can not be used at the same time as Stu
ID: 13178^6
This ability grants you an Eagle Strike attack with a chance to reduce the movement speed of the target. Ranks in this ability increase the potency of the snare effect. This ability uses endurance when activated and can not be used at the same time as Stu
ID: 13179^6
This ability grants you an Eagle Strike attack with a chance to reduce the movement speed of the target. Ranks in this ability increase the potency of the snare effect. This ability uses endurance when activated and can not be used at the same time as Stu
ID: 13180^6
This ability grants you an Eagle Strike attack with a chance to reduce the movement speed of the target. Ranks in this ability increase the potency of the snare effect. This ability uses endurance when activated and can not be used at the same time as Stu
ID: 13181^6
Use of this ability causes your opponent to immediately fall into a deep sleep and suffer terrible nightmares. When they wake, their movements will be slowed while they recover from the effects. The base ability affects NPCs up to level 74 and additiona
ID: 13182^6
Use of this ability causes your opponent to immediately fall into a deep sleep and suffer terrible nightmares. When they wake, their movements will be slowed while they recover from the effects. The base ability affects NPCs up to level 74 and additiona
ID: 13183^6
Use of this ability causes your opponent to immediately fall into a deep sleep and suffer terrible nightmares. When they wake, their movements will be slowed while they recover from the effects. The base ability affects NPCs up to level 74 and additiona
ID: 13192^6
When activated, you begin a dance of whirling blades that greatly increases your chance to make the maximum number of attacks per round. Additionally you will have a chance to perform a bladewhirl attack on your opponent, reducing your opponents combat ef
ID: 13193^6
When activated, you begin a dance of whirling blades that greatly increases your chance to make the maximum number of attacks per round. Additionally you will have a chance to perform a bladewhirl attack on your opponent, reducing your opponents combat ef
ID: 13194^6
When activated, you begin a dance of whirling blades that greatly increases your chance to make the maximum number of attacks per round. Additionally you will have a chance to perform a bladewhirl attack on your opponent, reducing your opponents combat ef
ID: 13202^1
Leap of Faith
ID: 13202^2
Leap of
ID: 13202^3
Faith
ID: 13202^4
A short distance leap that will propel you forward. Additional ranks increase the distance that you will leap.
ID: 13204^1
Hastened Tune In Your Head
ID: 13204^4
This passive ability reduces the time required between uses of A Tune Stuck In Your Head by 3 minutes per rank. Ranks 4, 5, 6, and 7 reduce this by 2 minutes per rank.
ID: 13209^6
This ability allows the Beastlord to share some of his natural attunement with his target in the form of health and mana.
ID: 13210^6
This ability allows the Beastlord to share some of his natural attunement with his target in the form of health and mana.
ID: 13211^6
This ability allows the Beastlord to share some of his natural attunement with his target in the form of health and mana.
ID: 13213^6
Increases melee damage for skill attacks, increases melee speed, and increases minimum melee damage by #4 for up to %z.
ID: 13224^1
Bloodfury
ID: 13224^2
Bloodfury
ID: 13224^4
This ability, when activated, instantly fuels your descent into rage at a cost of health. Additional ranks increase the health lost.
ID: 13224^6
While this ability is active, any creature that tries to attack the enchanter has a chance to be stunned in retribution. This ability does not affect creatures that are immune to stunning. Rank 1 will affect creatures level 73 and below and rank 2 will affect creatures level 83 and below while rank 3 will affect creatures level 88 and below.
ID: 13225^1
Scent of Terris
ID: 13225^2
Scent of
ID: 13225^3
Terris
ID: 13225^4
This ability provides an alternate version of Scent of Terris. Each rank increases the effectiveness of the debuffs.
ID: 13252^1
Dreary Deeds
ID: 13252^2
Dreary
ID: 13252^3
Deeds
ID: 13252^4
This ability provides an alternate version of Dreary Deeds.
ID: 13260^1
Enchant Feymetal
ID: 13260^2
Enchant
ID: 13260^3
Feymetal
ID: 13260^4
This ability allows you to enchant a bar of Feymetal using some of your mana.
ID: 13261^1
Mass Enchant Feymetal
ID: 13261^2
Mass Enchant
ID: 13261^3
Feymetal
ID: 13261^4
This ability allows you to enchant 10 bars of Feymetal using some of your mana.
ID: 13268^1
Poke
ID: 13268^2
Poke
ID: 13268^4
A complex procedure to test the life of a target.
ID: 13269^1
Replicate
ID: 13269^2
Replicate
ID: 13269^4
Allows you to take the form of your target.
ID: 13270^1
Insight
ID: 13270^2
Insight
ID: 13270^4
Reveals information about your target.
ID: 13271^1
Enchant Alaran Metal
ID: 13271^2
Enchant
ID: 13271^3
Alaran Metal
ID: 13271^4
This ability allows you to enchant a bar of Alaran metal using some of your mana.
ID: 13272^1
Mass Enchant Alaran Metal
ID: 13272^2
Mass Enchant
ID: 13272^3
Alaran Metal
ID: 13272^4
This ability allows you to enchant 10 bars of Alaran metal using some of your mana.
ID: 13274^1
Lifetap
ID: 13274^2
Lifetap
ID: 13274^4
Drains your target of life energy at the cost of your endurance.
ID: 13282^6
Hastens your natural healing, allowing you to recover hit points faster.
ID: 13294^1
Gift of Ascendant Exquisite Radiant Mana
ID: 13294^4
Whenever you cast a level 91 or higher spell that heals or harms someone, this ability grants you an innate chance for the next level 95 or lower spell you cast to only cost a single point of mana. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
ID: 13295^6
Envelops you in an aura of spiritual light, increasing your mana and hit point regeneration.
ID: 13337^6
Charms target.
ID: 13344^6
Pestilence washes over you causing your skin to blister.
ID: 13350^6
Mesmerizes the target for %z.
ID: 13351^6
The blood of Bertoxxulous infects all who come in contact with it.
ID: 13360^6
The gaze of the watchful eye strikes fear into all who view it.
ID: 13362^6
Slows your body and mind, increasing your attack delay and casting time.
ID: 13365^6
Increases melee damage taken by #1 percent. Reduces all stats by #2.
ID: 13366^6
Instant Duration.
ID: 13367^6
Increases spell casting time by #1 percent. Decreases movement rate by #2 percent. Decreases melee attack speed by #3 percent. Stuns.
ID: 13368^6
Silences. Roots. Feigns. Decreases melee attack speed by #2 percent. Consumes up to #6 endurance and inflicts damage for each point of endurance consumed.
ID: 13370^6
Summons a fast commanded feran mount.
ID: 13371^6
Summons a ferocious feran mount.
ID: 13372^6
Cloaks you in a shimmering illusion that makes you appear to be an Aviak Rook. Grants levitation and increases movement speed.
ID: 13373^6
Cloaks you in a shimmering illusion that makes you appear to be a Siren Enticer. Grants up to 50 charisma.
ID: 13374^6
Cloaks you in a shimmering illusion that makes you appear to be a Frost Goblin. Grants up to 50 resist cold.
ID: 13375^6
Surrounds the caster with icy crystals of the Gelidran.
ID: 13376^6
Surrounds the caster with a frost cloud of the Gelidran.
ID: 13377^6
Surrounds the caster with fiery crystals of the Pyrilen.
ID: 13378^6
Surrounds the caster with a flame cloud of the Pyrilen.
ID: 13379^6
Surrounds the caster with the chaos of Riftseekers Sanctum.
ID: 13380^6
Summons a zombie hostess. Grants infravision and the ability to not breathe.
ID: 13381^6
Summons a dragon seer. Increases the owner's intelligence and wisdom by up to 50.
ID: 13382^6
Summons a battle ready minotaur. Increases the owner's attack rating by up to 50.
ID: 13383^6
Summons an icy gelidran. Increases the owner's mana pool by up to 400 and mana regeneration by up to 5.
ID: 13384^6
Summons a fiery pyrilen. Increases the owner's maximum hit points by up to 400 and regeneration by up to 5.
ID: 13385^1
Divine Guardian
ID: 13385^2
Divine
ID: 13385^3
Guardian
ID: 13385^4
This ability places a buff on your target. When the target's life reaches a specific level, this buff triggers a large heal on the target. This is a Guardian Spirit. Only one guardian may be active at any time on each player.
ID: 13385^6
Strikes your target with chaotic magic, dealing up to 100 damage.
ID: 13386^6
Strikes your target with chaotic magic, dealing up to 160 damage.
ID: 13387^6
Summons a Discus of Ord for you to hurl.
ID: 13388^1
Divine Peace
ID: 13388^2
Divine
ID: 13388^3
Peace
ID: 13388^4
This ability causes your enemies to lose their hatred of you.
ID: 13388^6
Hurls the discus at your target, hopefully they will catch it.
ID: 13389^1
Yaulp
ID: 13389^2
Yaulp
ID: 13389^4
This ability provides you with an alternate version of your Yaulp spell.
ID: 13389^6
Scoops up delicious rainbow sherbet into a bowl for you to eat.
ID: 13390^6
Increases experienced gained for %z.
ID: 13391^6
Summons a corrupted sokokar mount.
ID: 13392^6
Summons an emerald sokokar. Increases the owner's maximum hit points and mana by up to 350.
ID: 13393^6
Cloaks you in a shimmering illusion that makes you appear to be a giant floating skull.
ID: 13394^6
Cloaks you in a shimmering illusion that allows you to blend in flawlessly with the ancient Iksar empire.
ID: 13395^6
Cloaks you in a shimmering illusion that makes you appear to be an Iksar Skeleton.
ID: 13396^6
Summons a small battle ready Ogre familiar. Increasing your maximum mana and hit points.
ID: 13397^6
Has a chance to summon an elemental minion to attack your target each time you cast a damaging spell.
ID: 13398^6
Procures some clay-bladed daggers.
ID: 13399^6
Sprays an absorbing agent on your target's skin, causing them to take more damage from poisons for up to %z.
ID: 13412^6
Inflicts #1 damage every six seconds.
ID: 13416^1
Hastened Purified Spirits
ID: 13416^4
This passive ability reduces the reuse time of your Purified Spirits ability by 20 seconds per rank.
ID: 13419^1
Swarm of Fireflies
ID: 13419^2
Swarm of
ID: 13419^3
Fireflies
ID: 13419^4
This ability summons a swarm of fireflies around your target. When your target's health drops below 40 percent, the fireflies bathe your target in a burst of healing light that fades to a healing glow for up to 18 seconds.
ID: 13441^1
Hastened Projection of Fury
ID: 13441^4
This passive ability reduces the time required between uses of Projection of Fury. Ranks 1, 2, and 3 reduce this time by 60 seconds per rank. Ranks 4, 5, and 6 reduce this time by 30 seconds per rank.
ID: 13444^1
Blade Guardian
ID: 13444^2
Blade
ID: 13444^3
Guardian
ID: 13444^4
This ability, when activated places a buff upon yourself for 3 minutes. When your health drops below 40 percent, this buff increases your ability to parry incoming attacks for up to 18 seconds. Each rank up to rank 6 increases the parry chance. This is a guardian spirit. Only 1 guardian spirit may be active on you at any time.
ID: 13449^1
Hastened Possum
ID: 13449^4
This passive ability reduces the time required between uses of Playing Possum by 2 seconds per rank.
ID: 13463^1
Hastened Warder's Gift
ID: 13463^4
This passive ability reduces the time required between uses of Warder's Gift by 90 seconds per rank.
ID: 13474^1
Hastened Companion's Sacrifice
ID: 13474^4
This passive ability reduces the time required between uses of Companion's Sacrifice by 2 minutes per rank.
ID: 13483^1
Cheetah's Pounce
ID: 13483^2
Cheetah's
ID: 13483^3
Pounce
ID: 13483^4
A short distance leap that will propel you forward.
ID: 13484^1
Bloodlust
ID: 13484^2
Bloodlust
ID: 13484^4
This ability, when activated, allows your weapons to proc with every swing for up to 18 seconds.
ID: 13485^1
Primal Fury
ID: 13485^4
This passive ability grants you the ability to flurry when attacking. Each rank increases your flurry skill slightly.
ID: 13496^6
This ability allows warriors to temporarily boost hit points to get through tough situations. The exertion takes its toll, though. These hit points dissipate over the course of a minute and leave the warrior weaker than when Warlord's Tenacity started.
ID: 13497^6
This ability allows warriors to temporarily boost hit points to get through tough situations. The exertion takes it toll, though. These hit points dissipate over the course of a minute and leave the warrior weaker than when Warlord's Tenacity started.
ID: 13498^6
This ability allows warriors to temporarily boost hit points to get through tough situations. The exertion takes its toll, though. These hit points dissipate over the course of a minute and leave the warrior weaker than when Warlord's Tenacity started.
ID: 13509^6
When activated, Protection of the Spirit Wolf summons a spirit wolf which will protect you from danger. Each rank in this ability increases the amount of damage that can be averted by the spirit wolf.
ID: 13510^6
When activated, Protection of the Spirit Wolf summons a spirit wolf which will protect you from danger. Each rank in this ability increases the amount of damage that can be averted by the spirit wolf.
ID: 13511^6
When activated, Protection of the Spirit Wolf summons a spirit wolf which will protect you from danger. Each rank in this ability increases the amount of damage that can be averted by the spirit wolf.
ID: 13515^6
Through this ability you are able to assume the form of a black werewolf. While in this form, you will benefit from improved vision and quicker reflexes. The second rank of this ability will add more health and mana to you.
ID: 13516^6
Through the use of this ability, you can call upon ancestral spirits to protect you from harm for a brief period. The spirits will absorb a portion of the damage you would normally take. Additional ranks increase the percent of damage that the spirits t
ID: 13517^6
Through the use of this ability, you can call upon ancestral spirits to protect you from harm for a brief period. The spirits will absorb a portion of the damage you would normally take. Additional ranks increase the percent of damage that the spirits t
ID: 13518^6
Through the use of this ability, you can call upon ancestral spirits to protect you from harm for a brief period. The spirits will absorb a portion of the damage you would normally take. Additional ranks increase the percent of damage that the spirits t
ID: 13519^6
Instantly increases HP by #1, while protecting you for #5 per hit up to a maximum of @5, for up to %z.
ID: 13527^1
Shauri's Sonorious Clouding
ID: 13527^2
Shauri's
ID: 13527^3
Clouding
ID: 13527^4
This ability grants you an alternate version of Shauri's Sonorious Clouding. Rank 2 adds levitation to the ability.
ID: 13528^1
Sonic Displacement
ID: 13528^2
Sonic
ID: 13528^3
Displacement
ID: 13528^4
This ability when activated causes your target to be thrust away from you from a barrage of sound waves.
ID: 13529^1
Lure of the Siren's Song
ID: 13529^2
Lure of
ID: 13529^3
Siren's Song
ID: 13529^4
This ability when activated causes all targets within a short range to be drawn to you.
ID: 13541^6
Grants the Shadow Knight a powerful destructive ability that inflicts terrible pain and damage on their target.
ID: 13542^6
Grants the Shadow Knight a powerful destructive ability that inflicts terrible pain and damage on their target.
ID: 13543^6
Grants the Shadow Knight a powerful destructive ability that inflicts terrible pain and damage on their target.
ID: 13544^6
Grants the Shadow Knight a powerful destructive ability that inflicts terrible pain and damage on their target.
ID: 13545^6
Grants the Shadow Knight a powerful destructive ability that inflicts terrible pain and damage on their target.
ID: 13549^1
Glacial Arrow
ID: 13549^2
Glacial
ID: 13549^3
Arrow
ID: 13549^4
This ability fires an arrow tipped with a vial of liquid frost causing the enemy to take increased damage from cold for up to 18 seconds. Multiple applications will not increase the damage or extend the time.
ID: 13556^1
Convergence of Spirits
ID: 13556^2
Conv of
ID: 13556^3
Spirits
ID: 13556^4
This ability channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration and protective thorns. Additional ranks increase the damage reflected, as well as the level of healing granted.
ID: 13562^6
Grants the Shadow Knight a powerful destructive ability that inflicts terrible pain and damage on their target.
ID: 13565^1
Hastened Outrider's Accuracy
ID: 13565^4
This passive ability reduces the time required between uses of Outrider's Accuracy by 60 seconds per rank.
ID: 13565^6
This ability infuses you with a primal rage, increasing your melee abilities but you will also take damage as you push yourself beyond your means. The rage starts slow, but each additional rank you have in the ability increases its maximum potential. Be w
ID: 13568^1
Hastened Outrider's Evasion
ID: 13568^4
This passive ability reduces the time required between uses of Outrider's Evasion by 60 seconds per rank.
ID: 13570^6
This ability infuses you with a primal rage, increasing your melee abilities but you will also take damage as you push yourself beyond your means. The rage starts slow, but each additional rank you have in the ability increases its maximum potential. Be w
ID: 13571^1
Grasp of Sylvan Spirits
ID: 13571^2
Grasp of
ID: 13571^3
Sylvan Spirits
ID: 13571^4
This ability grants you a strong root that is difficult for enemies to resist.
ID: 13575^6
This ability infuses you with a primal rage, increasing your melee abilities but you will also take damage as you push yourself beyond your means. The rage starts slow, but each additional rank you have in the ability increases its maximum potential. Be w
ID: 13580^6
This ability infuses you with a primal rage, increasing your melee abilities but you will also take damage as you push yourself beyond your means. The rage starts slow, but each additional rank you have in the ability increases its maximum potential. Be w
ID: 13585^6
This ability infuses you with a primal rage, increasing your melee abilities but you will also take damage as you push yourself beyond your means. The rage starts slow, but each additional rank you have in the ability increases its maximum potential. Be w
ID: 13593^6
When activated, Mark of the Mage Hunter reduces the damage of incoming spells by #1 percent, for up to $1 damage per spell. The Mark of the Mage Hunter dissipates after @1 hit points of damage have been absorbed.
ID: 13595^6
A blow to your opponents sensitive areas, this will do damage and cause your foe to be slightly less accurate while recovering from your blow. Humanoids will be especially damaged by this attack.
ID: 13601^6
Imbues your blades with a powerful poison.
ID: 13602^6
Imbues your blades with a powerful poison.
ID: 13603^6
Imbues your blades with a powerful poison.
ID: 13604^6
When activated this ability will increase all forms of melee damage and speed your attacks as well as increase your overall accuracy.
ID: 13605^6
When activated this ability will increase all forms of melee damage and speed your attacks as well as increase your overall accuracy.
ID: 13606^6
When activated this ability will increase all forms of melee damage and speed your attacks as well as increase your overall accuracy.
ID: 13610^6
This ability grants you a Tiger Claw attack with a chance to gouge the eyes of the target, reducing its ability to attack. Ranks in this ability increase the potency of the blinding. This ability uses endurance when activated and cannot be used at the sam
ID: 13611^6
This ability grants you a Tiger Claw attack with a chance to gouge the eyes of the target, reducing its ability to attack. Ranks in this ability increase the potency of the blinding. This ability uses endurance when activated and cannot be used at the same time as Crippling Strike or Stunning Kick.
ID: 13612^6
This ability grants you a Tiger Claw attack with a chance to gouge the eyes of the target, reducing its ability to attack. Ranks in this ability increase the potency of the blinding. This ability uses endurance when activated and cannot be used at the same time as Crippling Strike or Stunning Kick.
ID: 13613^6
This ability grants you an Eagle Strike attack with a chance to reduce the movement speed of the target. Ranks in this ability can increase the potency of the snare effect, or the damage, or both. This ability uses endurance when activated and can not be used at the same time as Stunning Kick or Eye Gouge.
ID: 13614^6
This ability grants you an Eagle Strike attack with a chance to reduce the movement speed of the target. Ranks in this ability can increase the potency of the snare effect, or the damage, or both. This ability uses endurance when activated and can not be used at the same time as Stunning Kick or Eye Gouge.
ID: 13615^6
This ability grants you an Eagle Strike attack with a chance to reduce the movement speed of the target. Ranks in this ability can increase the potency of the snare effect, or the damage, or both. This ability uses endurance when activated and can not be used at the same time as Stunning Kick or Eye Gouge.
ID: 13616^1
Bloodthirsty Blade
ID: 13616^4
This passive ability increases the damage inflicted by 2-handed weapons. Each rank increases the damage over the previous rank.
ID: 13616^6
Uncanny Resilience reduces the amount of damage sustained by incoming melee attacks. All ranks of this ability will slightly increase the total amount of damage that can be absorbed and the first three ranks will increase the duration.
ID: 13617^6
Uncanny Resilience reduces the amount of damage sustained by incoming melee attacks. All ranks of this ability will slightly increase the total amount of damage that can be absorbed and the first three ranks will increase the duration.
ID: 13618^6
Uncanny Resilience reduces the amount of damage sustained by incoming melee attacks. All ranks of this ability will slightly increase the total amount of damage that can be absorbed and the first three ranks will increase the duration.
ID: 13619^6
Blinding Fury sends you into a battle rage that increases your melee ability. This rage is so intense that you have a chance of temporarily losing your sight. While blinded by fury, you will attack even faster and unleash a series of double attacks.
ID: 13620^6
Blinding Fury sends you into a battle rage that increases your melee ability. This rage is so intense that you have a chance of temporarily losing your sight. While blinded by fury, you will attack even faster and unleash a series of double attacks.
ID: 13621^6
Blinding Fury sends you into a battle rage that increases your melee ability. This rage is so intense that you have a chance of temporarily losing your sight. While blinded by fury, you will attack even faster and unleash a series of double attacks.
ID: 13622^6
While this ability is active, the berserker is fueled by his rage causing his melee critical hits to land for massive damage. When the ability wears off, though, it drains a significant portion of the berserker's life force.
ID: 13623^6
While this ability is active, the berserker is fueled by his rage causing his melee critical hits to land for massive damage. When the ability wears off, though, it drains a significant portion of the berserker's life force.
ID: 13624^6
While this ability is active, the berserker is fueled by his rage causing his melee critical hits to land for massive damage. When the ability wears off, though, it drains a significant portion of the berserker's life force.
ID: 13625^6
While this ability is active, the berserker will push themselves beyond their limits. The berserker's damage output will increase, but they will take a portion of the damage they dole out themselves.
ID: 13626^6
While this ability is active, the berserker will push themselves beyond their limits. The berserker's damage output will increase, but they will take a portion of the damage they dole out themselves.
ID: 13627^6
While this ability is active, the berserker will push themselves beyond their limits. The berserker's damage output will increase, but they will take a portion of the damage they dole out themselves.
ID: 13628^6
Allows a Berserker to throw caution to the wind and enter into a heightened state of combat at the risk of suffering terrible wounds when the burst of fury has run its course.
ID: 13629^6
Allows a Berserker to throw caution to the wind and enter into a heightened state of combat at the risk of suffering terrible wounds when the burst of fury has run its course.
ID: 13630^6
Allows a Berserker to throw caution to the wind and enter into a heightened state of combat at the risk of suffering terrible wounds when the burst of fury has run its course.
ID: 13631^6
This ability infuses you with a primal rage, increasing your melee abilities but you will also take damage as you push yourself beyond your means. The rage starts slow, but each additional rank you have in the ability increases its maximum potential. Be warned, once the rage has taken hold of you, the only way to stop it is to let it run its course.
ID: 13632^6
This ability infuses you with a primal rage, increasing your melee abilities but you will also take damage as you push yourself beyond your means. The rage starts slow, but each additional rank you have in the ability increases its maximum potential. Be warned, once the rage has taken hold of you, the only way to stop it is to let it run its course.
ID: 13633^6
This ability infuses you with a primal rage, increasing your melee abilities but you will also take damage as you push yourself beyond your means. The rage starts slow, but each additional rank you have in the ability increases its maximum potential. Be warned, once the rage has taken hold of you, the only way to stop it is to let it run its course.
ID: 13646^1
Enlightened Focus of Arcanum
ID: 13646^2
Enlightened
ID: 13646^3
Focus of Arc
ID: 13646^4
This activated ability will allow you to focus on your mystical arts for a short time, granting you a greater chance that your detrimental spells will strike your target.
ID: 13656^6
This ability summons a shadow of gathering dusk that falls across your opponent. This shadow increases the likelihood that your opponent will attack you as it continues to gather over time. When the shadow has fully gathered, it will unleash a curse of duskfall to damage your opponent. Additional ranks increase the power of this effect.
ID: 13660^6
This ability allows you to cast an AE low resist mesmerization spell effective against the undead.
ID: 13664^6
This ability allows you to fuel your spells directly from your health instead of from your mana. Blood magic is dangerous, though. Spells will drain more health than they would use mana and every time you cast a spell while Blood Magic is in effect, there's a chance that the penalty will grow. Once you have started using Blood Magic, you cannot stop until it wears off by itself or you die. Additional ranks increase the duration of each stage of the effect.
ID: 13667^1
Extended Silent Casting
ID: 13667^4
This passive ability increases the duration of Silent Casting by one tick per rank.
ID: 13670^1
Fury of Kerafyrm
ID: 13670^2
Fury of
ID: 13670^3
Kerafyrm
ID: 13670^4
This ability, when active, will add additional damage to all types of spells you cast. Each rank increases the amount of damage added.
ID: 13671^6
This ability provides you with a familiar that strengthens the effects of your fire-based spells. Additional ranks allows the familiar to strengthen higher level spells.
ID: 13672^6
This ability provides you with a familiar that strengthens the effects of your ice-based spells. Additional ranks allows the familiar to strengthen higher level spells.
ID: 13673^1
Hallowed Steed
ID: 13673^2
Hallowed
ID: 13673^3
Steed
ID: 13673^4
This ability provides you with the power to call a valiant pegasus to your side.
ID: 13673^6
This ability provides you with a familiar that strengthens the effects of your magic-based spells. Additional ranks allows the familiar to strengthen higher level spells.
ID: 13674^1
Wicked Steed
ID: 13674^2
Wicked
ID: 13674^3
Steed
ID: 13674^4
This ability provides you with the power to call a nightmare pegasus to your side.
ID: 13677^6
While active, the wizard focuses his mastery over ice to cause any ice-based direct damage spell they cast to have a chance to cause the targeted creature to enter a cryogenic stasis, slowing their movement rate and becoming more susceptible to ice-based attacks. Additionally a small amount of damage is done to the creature and additional ranks increase this damage. Ranks 1 through 3 work on spells between level 60 and 75, Ranks 4 through 6 work on spells between level 65 and 80 and Ranks 7 through 9 work on spells between level 70 and 85.
ID: 13678^1
Embalmer's Carapace
ID: 13678^2
Embalmer
ID: 13678^3
Carapace
ID: 13678^4
This ability causes your skin to stiffen making you impervious to damage for a short time. Additionally, your critical damage from your damage over time spells will be slightly enhanced by increased focus.
ID: 13678^6
While active, the wizard focuses his mastery over ice to cause any ice-based direct damage spell they cast to have a chance to cause the targeted creature to enter a cryogenic stasis, slowing their movement rate and becoming more susceptible to ice-based attacks. Additionally a small amount of damage is done to the creature and additional ranks increase this damage. Ranks 1 through 3 work on spells between level 60 and 75, Ranks 4 through 6 work on spells between level 65 and 80 and Ranks 7 through 9 work on spells between level 70 and 85.
ID: 13679^6
While active, the wizard focuses his mastery over ice to cause any ice-based direct damage spell they cast to have a chance to cause the targeted creature to enter a cryogenic stasis, slowing their movement rate and becoming more susceptible to ice-based attacks. Additionally a small amount of damage is done to the creature and additional ranks increase this damage. Ranks 1 through 3 work on spells between level 60 and 75, Ranks 4 through 6 work on spells between level 65 and 80 and Ranks 7 through 12 work on spells between level 70 and 85. Ranks 13 through 15 work on spells between level 85 and 90. Ranks 16, 17, and 18 work on spells up to level 91, 93 and 95 respectively. Ranks 18, 19, and 20 to 21 work on levels 96, 98, and 100 respectively while increasing the proc chance as well as the damage inflicted. Ranks 22, 23, and 24 increase the maximum trigger levels to 101, 103, and 105 respectively while increasing the damage your enemy will take.
ID: 13680^6
While active, the wizard focuses his mastery over fire to cause any fire-based direct damage spell they cast to have a chance to cause the targeted creature to burst into flames, taking continual damage and becomes more susceptible to further fire-based attacks. Additional ranks increase the effectiveness of the ability and the chance for it to occur. Ranks 1 through 3 work on spells between level 60 and 75, Ranks 4 through 6 work on spells between level 65 and 80 and Ranks 7 through 9 work on spells between level 70 and 85.
ID: 13681^6
While active, the wizard focuses his mastery over fire to cause any fire-based direct damage spell they cast to have a chance to cause the targeted creature to burst into flames, taking continual damage and becomes more susceptible to further fire-based attacks. Additional ranks increase the effectiveness of the ability and the chance for it to occur. Ranks 1 through 3 work on spells between level 60 and 75, Ranks 4 through 6 work on spells between level 65 and 80 and Ranks 7 through 9 work on spells between level 70 and 85.
ID: 13682^6
While active, the wizard focuses his mastery over fire to cause any fire-based direct damage spell they cast to have a chance to cause the targeted creature to burst into flames, taking continual damage and becomes more susceptible to further fire-based attacks. Additional ranks increase the effectiveness of the ability and the chance for it to occur. Ranks 1 through 3 work on spells between level 60 and 75, Ranks 4 through 6 work on spells between level 65 and 80 and Ranks 7 through 12 work on spells between level 70 and 85. Ranks 13 through 15 work on spells between 86 and level 90. Ranks 16, 17, and 18 work on spells from level 91, 93 and 95. Ranks 18, 19, 20 to 21, work on levels 96, 98, and 100 respectively while increasing the proc chance as well as the damage inflicted. Ranks 22, 23, and 24 will trigger on spells up to level 101, 103, and 105 respectively, while increasing the proc damage inflicted.
ID: 13683^6
This ability converts mana directly into a volatile blast of damaging energy. Additional ranks increase both the damage output and mana cost of the Volatile Mana Blaze.
ID: 13684^1
Mirrored Pestilence
ID: 13684^4
This passive ability will give you the innate chance to perform a second cast each time you cast a damage over time spell. The first rank will give you a 2 percent chance, with each rank thereafter giving an additional 1% increase. Note, this will not work on short duration spells.
ID: 13684^6
This ability converts mana directly into a volatile blast of damaging energy. Additional ranks increase both the damage output and mana cost of the Volatile Mana Blaze.
ID: 13685^6
This ability converts mana directly into a volatile blast of damaging energy. Additional ranks increase both the damage output and mana cost of the Volatile Mana Blaze.
ID: 13687^1
Embrace the Decay
ID: 13687^2
Embrace
ID: 13687^3
Decay
ID: 13687^4
This ability, when activated, attempts to purge your body of detrimental disease or poison effects. Rank 2 increases the power of the curing effects.
ID: 13689^1
Quickened Scent of Terris
ID: 13689^4
This passive ability reduces the time required to cast Scent of Terris by 10 percent for each rank.
ID: 13693^1
Frenzy of the Dead
ID: 13693^2
Frenzy
ID: 13693^3
Dead
ID: 13693^4
This ability allows you to cast a buff on your pet that will cause it to go berserk, doing increased damage.
ID: 13695^1
Elemental Union
ID: 13695^2
Elemental
ID: 13695^3
Union
ID: 13695^4
This ability allows you to assume the form of mystical force. While in this form, your detrimental spells will benefit from enhanced damage. Additional ranks increase damage while also increasing the level of spells that can benefit from this ability.
ID: 13703^6
This ability allows you to cast a buff on your pet that will cause it to go berserk, doing increased damage.
ID: 13707^6
This ability allows you to absorb the pure essence of elemental fire into your soul. While this ability is active, your fire-based spells will benefit from enhanced damage. The effects of this ability last slightly longer than Heart of Flames.
ID: 13708^6
This ability allows you to absorb the pure essence of elemental air into your soul. While this ability is active, enemies will notice your actions less. This ability lasts slightly longer than Heart of Vapor.
ID: 13709^6
This ability allows you to absorb the pure essence of elemental ice into your soul. While this ability is active, you will take less damage from spells. This ability lasts slightly longer than Heart of Ice (assuming it is not stripped by excess damage) and can absorb more total damage from incoming spells.
ID: 13710^6
This ability allows you to absorb the pure essence of elemental earth into your soul. While this ability is active, you will take less damage from melee attacks. This ability lasts slightly longer than Heart of Stone (assuming it is not stripped by excess damage) and can absorb more total damage from incoming melee attacks.
ID: 13718^6
This ability provides Enchanters with an additional line of defense in the form of an added self-only rune. Each rank of this ability provides a stronger rune than the previous.
ID: 13719^6
This ability provides Enchanters with an additional line of defense in the form of an added self-only rune. Each rank of this ability provides a stronger rune than the previous.
ID: 13720^6
This ability provides Enchanters with an additional line of defense in the form of an added self-only rune. Each rank of this ability provides a stronger rune than the previous.
ID: 13723^6
While active, a portion of the damage you sustain is taken out of your mana rather than your hit points. Any damage that cannot be absorbed by your mana comes off your hit points instead. The first rank of this ability will absorb to 10 hits from spell or melee attacks before fading, the second rank will absorb 20, and the third will absorb 30, the fourth rank will absorb 40 hits, the fifth by 50, the sixth rank 60 hits. Additional ranks beyond rank 6 further increase the amount of damage that is mitigated by converting your mana.
ID: 13724^6
While active, a portion of the damage you sustain is taken out of your mana rather than your hit points. Any damage that cannot be absorbed by your mana comes off your hit points instead. The first rank of this ability will absorb to 10 hits from spell or melee attacks before fading, the second rank will absorb 20, and the third will absorb 30, the fourth rank will absorb 40 hits, the fifth by 50, the sixth rank 60 hits. Additional ranks beyond rank 6 further increase the amount of damage that is mitigated by converting your mana.
ID: 13725^6
While active, a portion of the damage you sustain is taken out of your mana rather than your hit points. Any damage that cannot be absorbed by your mana comes off your hit points instead. The first rank of this ability will absorb to 10 hits from spell or melee attacks before fading, the second rank will absorb 20, and the third will absorb 30, the fourth rank will absorb 40 hits, the fifth by 50, the sixth rank 60 hits. Additional ranks beyond rank 6 further increase the amount of damage that is mitigated by converting your mana.
ID: 13729^1
Calculated Insanity
ID: 13729^2
Calculated
ID: 13729^3
Insanity
ID: 13729^4
This ability, when activated, increases the chance your detrimental spells will strike for critical damage, at a cost of greater mana consumption. Starting with rank 4, mana consumption is reduced, while the minimum critical chance is increased.
ID: 13729^6
Veil of Mindshadow enables an enchanter to phase themselves partly out of existence. This ability shields them from melee damage. Additional ranks in this ability increase how much damage you can absorb before Veil of Mindshadow fades.
ID: 13730^6
Veil of Mindshadow enables an enchanter to phase themselves partly out of existence. This ability shields them from melee damage. Additional ranks in this ability increase how much damage you can absorb before Veil of Mindshadow fades.
ID: 13731^6
Veil of Mindshadow enables an enchanter to phase themselves partly out of existence. This ability shields them from melee damage. Additional ranks in this ability increase how much damage you can absorb before Veil of Mindshadow fades.
ID: 13732^6
Use of this ability causes your opponent to immediately fall into a deep sleep and suffer terrible nightmares. When they wake, their movements will be slowed while they recover from the effects. The base ability affects NPCs up to level 74 and additional ranks increase the max level of NPC that can be affected 76 and 78 respectively for ranks 2 and 3. Ranks 4, 5 and 6 increase the cap to levels 79, 81 and 83, respectively and ranks 7, 8, and 9 raise the cap to level 84, 86 and 88.
ID: 13733^6
Use of this ability causes your opponent to immediately fall into a deep sleep and suffer terrible nightmares. When they wake, their movements will be slowed while they recover from the effects. The base ability affects NPCs up to level 74 and additional ranks increase the max level of NPC that can be affected 76 and 78 respectively for ranks 2 and 3. Ranks 4, 5 and 6 increase the cap to levels 79, 81 and 83, respectively and ranks 7, 8, and 9 raise the cap to level 84, 86 and 88.
ID: 13734^6
Use of this ability causes your opponent to immediately fall into a deep sleep and suffer terrible nightmares. When they wake, their movements will be slowed while they recover from the effects. This spell affects targets up to level @1.
ID: 13735^6
While this ability is active, any creature that tries to attack the enchanter has a chance to be stunned in retribution. This ability does not affect creatures that are immune to stunning. Rank 1 will affect creatures level 73 and below and rank 2 will affect creatures level 83 and below. Rank 3 will affect creatures level 88 and below. Rank 4 will affect up to level 93. Rank 5 affects enemies up to level 98. Rank 6 affects enemies up to level 103. Ranks above 3 will also increase how often the stun procs.
ID: 13736^6
Restores @1 hit points.
ID: 13737^6
Restores 2000 mana.
ID: 13738^6
You are recovering from a horrific nightmare. Your attack rate and movement rate are slowed, and your armor class is decreased.
ID: 13753^1
Hastened Calculated Insanity
ID: 13753^4
This passive ability reduces the time required between uses of Calculated Insanity by 6 minutes per rank.
ID: 13758^1
Hastened Mental Contortion
ID: 13758^4
This passive ability reduces the time required between uses of Mental Contortion by 6 minutes per rank.
ID: 13759^6
Hymn of the Last Stand increases your maximum hit points which then decay slowly over time. Addional ranks in this ability increase the hit points you gain and prolong the duration of time that it takes for the hit points to decay.
ID: 13760^6
Hymn of the Last Stand increases your maximum hit points which then decay slowly over time. Addional ranks in this ability increase the hit points you gain and prolong the duration of time that it takes for the hit points to decay.
ID: 13761^6
Hymn of the Last Stand increases your maximum hit points which then decay slowly over time. Addional ranks in this ability increase the hit points you gain and prolong the duration of time that it takes for the hit points to decay.
ID: 13762^6
When this ability is activated, your music forms a physical barrier about you, decreasing the damage you take from spells and melee attacks. Increased ranks improve the maximum amount of damage it can absorb before it fails.
ID: 13763^6
When this ability is activated, your music forms a physical barrier about you, decreasing the damage you take from spells and melee attacks. Increased ranks improve the maximum amount of damage it can absorb before it fails.
ID: 13764^1
Hastened Crippling Aurora
ID: 13764^4
This passive ability reduces the time required between uses of Crippling Aurora by 60 seconds per rank.
ID: 13764^6
When this ability is activated, your music forms a physical barrier about you, decreasing the damage you take from spells and melee attacks. Increased ranks improve the maximum amount of damage it can absorb before it fails.
ID: 13765^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 13766^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 13767^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 13768^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals.
ID: 13769^6
This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Also reduces your target's resistance to fire, cold and magic.
ID: 13770^6
By focusing your songs on an enemy, you can weaken their ability to defend themselves, increasing the damage they take from attacks. After 30 seconds, the song builds to a crescendo causing massive damage to the target. Additional ranks inflict more damage upon the target at the end of the effect.
ID: 13771^6
By focusing your songs on an enemy, you can weaken their ability to defend themselves, increasing the damage they take from attacks. After 30 seconds, the song builds to a crescendo causing massive damage to the target. Additional ranks inflict more damage upon the target at the end of the effect.
ID: 13772^6
By focusing your songs on an enemy, you can weaken their ability to defend themselves, increasing the damage they take from attacks. As the melody reaches its climax, the song causes massive damage to the target. Additional ranks inflict more damage upon the target at the end of the effect.
ID: 13773^6
This ability engulfs your target in a barrage of discordant noise, causing it to take damage for the duration of the effect. Every time this effect causes damage, it also has a chance to interrupt any spells being cast. Additional ranks improve the damage done by this ability. Ranks two and three also increase the chance for spells to be disrupted.
ID: 13774^6
This ability engulfs your target in a barrage of discordant noise, causing it to take damage for the duration of the effect. Every time this effect causes damage, it also has a chance to interrupt any spells being cast. Additional ranks improve the damage done by this ability. Ranks two and three also increase the chance for spells to be disrupted.
ID: 13775^6
This ability engulfs your target in a barrage of discordant noise, causing it to take damage for the duration of the effect. Every time this effect causes damage, it also has a chance to interrupt any spells being cast. Additional ranks improve the damage done by this ability. Ranks two and three also increase the chance for spells to be disrupted.
ID: 13776^6
Bladed Song causes your opponent to take damage every time they attack.
ID: 13777^6
Your party falls into the rhythm and feel their melee strikes speed up.
ID: 13778^6
When activated, you begin a dance of whirling blades that greatly increases your chance to make the maximum number of attacks per round. Additionally you will have a chance to perform a bladewhirl attack on your opponent, reducing your opponents combat effectiveness and doing damage to your opponent. This bladewhirl is modified by percussion.
ID: 13779^6
When activated, you begin a dance of whirling blades that greatly increases your chance to make the maximum number of attacks per round. Additionally you will have a chance to perform a bladewhirl attack on your opponent, reducing your opponents combat effectiveness and doing damage to your opponent. This bladewhirl is modified by percussion.
ID: 13780^6
When activated, you begin a dance of whirling blades that greatly increases your chance to make the maximum number of attacks per round. Additionally you will have a chance to perform a bladewhirl attack on your opponent, reducing your opponents combat effectiveness and doing damage to your opponent. This bladewhirl is modified by percussion.
ID: 13781^6
Small shards of rock pelt your target, doing up to #1 damage.
ID: 13782^6
Instantly strikes your enemy, then reduces their ability to defend themselves against spells, melee attacks, and reduces their melee speed.
ID: 13785^6
Allows you to place your target in a state of walking sleep, leaving them confused and unable to fight.
ID: 13788^1
Glyph of Indeterminable Reward
ID: 13788^2
Glyph of
ID: 13788^3
??? Reward
ID: 13788^4
Nobody is really sure what this does... (Just so there is no confusion, it doesn't actually do anything at all)
ID: 13789^6
This ability causes your target to succumb to a sudden, violent attack, after which they are frequently unable to move for a time. Each rank of this ability increases the amount of time that the victim remains immobile.
ID: 13790^6
This ability causes your target to succumb to a sudden, violent attack, after which they are frequently unable to move for a time. Each rank of this ability increases the amount of time that the victim remains immobile. You may train the ranks of this a
ID: 13791^6
This ability causes your target to succumb to a sudden, violent attack, after which they are frequently unable to move for a time. Each rank of this ability increases the amount of time that the victim remains immobile. You may train the ranks of this a
ID: 13792^1
Rogue's Fury
ID: 13792^2
Rogue's
ID: 13792^3
Fury
ID: 13792^4
When activated this ability will increase all forms of melee damage and speed your attacks as well as increase your overall accuracy. Starting with rank 7, the duration is increased by 1 tick per rank.
ID: 13801^1
Poisonous Perfection
ID: 13801^4
Through intense study, the quality of your poisons are improved granting an increase to the number of strikes possible with each application. Each rank increases the limit count by 5 percent.
ID: 13801^6
Through the use of this ability, you can call upon ancestral spirits to protect you from harm for a brief period. The spirits will absorb a portion of the damage you would normally take. Additional ranks increase the percent of damage that the spirits take instead of you.
ID: 13802^6
Through the use of this ability, you can call upon ancestral spirits to protect you from harm for a brief period. The spirits will absorb a portion of the damage you would normally take. Additional ranks increase the percent of damage that the spirits take instead of you.
ID: 13803^6
Through the use of this ability, you can call upon ancestral spirits to protect you from harm for a brief period. The spirits will absorb a portion of the damage you would normally take. Additional ranks increase the percent of damage that the spirits take instead of you.
ID: 13805^6
When this ability is activated, the beastlord will unleash a terrible roar that leaves the opponent damaged, shaken, and less willing to attack the beastlord. Additional ranks cause the ability to deal more damage and make the target even less likely to attack you.
ID: 13806^6
When this ability is activated, the beastlord will unleash a terrible roar that leaves the opponent damaged, shaken, and less willing to attack the beastlord. Additional ranks cause the ability to deal more damage and make the target even less likely to attack you.
ID: 13807^6
When this ability is activated, the beastlord will unleash a terrible roar that leaves the opponent damaged, shaken, and less willing to attack the beastlord. Additional ranks cause the ability to deal more damage and make the target even less likely to attack you.
ID: 13809^6
Taste of Blood gives your pet a chance to enter a blood frenzy when it gets credit for a successful kill. Blood frenzy increases your pet's damage and chance to frenzy upon a successful triple attack.
ID: 13810^6
Once you train this ability, you may imbue your pet with an attack that is reputed to slow an enemy's walking. Additional ranks increase the effectiveness and duration of your pet's ability to slow an enemy's walking speed.
ID: 13811^6
This ability allows the Beastlord to share some of his natural attunement with his party in the form of health and mana. Additional ranks increase the amount of health and mana that is shared with party.
ID: 13812^6
This ability allows the Beastlord to share some of his natural attunement with his party in the form of health and mana. Additional ranks increase the amount of health and mana that is shared with party.
ID: 13813^6
This ability allows the Beastlord to share some of his natural attunement with his party in the form of health and mana. Additional ranks increase the amount of health and mana that is shared with party.
ID: 13814^6
Allows you to transform yourself into a Werewolf and grants additional mana, hitpoints, runspeed and accuracy. Additional ranks increase the mana, hitpoints and mana regeneration from this effect.
ID: 13815^6
This ability allows the Beastlord to share some of his natural attunement with his target in the form of health and mana.
ID: 13816^6
This ability allows the Beastlord to share some of his natural attunement with his target in the form of health and mana.
ID: 13817^6
This ability allows the Beastlord to share some of his natural attunement with his target in the form of health and mana.
ID: 13821^6
Bless your companion with an enduring heal that will last for one minute and heal for increasing amounts of health. Each Rank increases the amount your companion is healed for.
ID: 13822^6
Bless your companion with an enduring heal that will last for one minute and heal for increasing amounts of health. Each Rank increases the amount your companion is healed for.
ID: 13823^6
Bless your companion with an enduring heal that will last for one minute and heal for increasing amounts of health. Each Rank increases the amount your companion is healed for.
ID: 13824^6
Reduces the damage your pet takes from damage shields when striking a foe with the off hand. Each rank further reduces the damage received by the damage shield.
ID: 13825^6
Reduces the damage your pet takes from damage shields when striking a foe with the off hand. Each rank further reduces the damage received by the damage shield.
ID: 13826^6
Reduces the damage your pet takes from damage shields when striking a foe with the off hand. Each rank further reduces the damage received by the damage shield.
ID: 13844^1
Distant Strike
ID: 13844^2
Distant
ID: 13844^3
Strike
ID: 13844^4
You throw a shuriken from great range, causing little damage but annoying your enemy greatly.
ID: 13872^1
War Cry of the Braxi
ID: 13872^2
War Cry
ID: 13872^3
of Braxi
ID: 13872^4
This ability when activated causes up to 8 enemies around you to take more damage in battle for a short period of time. Some enemies may become so stricken with fear they will flee in terror.
ID: 13873^1
Hastened Juggernaut Surge
ID: 13873^4
This passive ability reduces the time required between uses of Juggernaut Surge by 30 seconds per rank.
ID: 13878^1
Hastened Resilience
ID: 13878^4
This passive ability reduces the time required between uses of Uncanny Resilience by 1 minute per rank.
ID: 13881^1
Hastened Blood Pact
ID: 13881^4
This passive ability reduces the time required between uses of Blood Pact by 1 minute per rank.
ID: 13889^1
Hastened Five Point Palm
ID: 13889^4
This passive ability reduces the time required between uses of Five Point Palm by 1 minute per rank.
ID: 13900^1
Phalanx of One
ID: 13900^2
Phalanx
ID: 13900^3
of One
ID: 13900^4
This activated ability increases your innate physical mitigation by 1 percent per rank. Beginning with rank 6, has a chance to defensively proc a small amount of hate when being attacked. This ability does not stack with defensive abilities like Defensive, Final Stand, etc.
ID: 13902^6
Places a scourge upon your target, damaging them for #2 damage every six seconds.
ID: 13903^6
Conjured rocks fall on your target, doing up to #1 damage.
ID: 13905^1
Hastened Flash of Anger
ID: 13905^4
This passive ability reduces the time required between uses of Flash of Anger by 10 percent per rank.
ID: 13908^1
Hastened Bazu Roar
ID: 13908^4
This passive ability reduces the time required between uses of Bazu Roar by 10 percent per rank.
ID: 13911^1
Hastened Scowl
ID: 13911^4
This passive ability reduces the time required between uses of Scowl by 3 seconds per rank.
ID: 13917^1
Hastened Mark of the Mage Hunter
ID: 13917^4
This passive ability reduces the time required between uses of Mark of the Mage Hunter by 2 minutes per rank.
ID: 13933^1
Veiled Strength
ID: 13933^4
Raises the maximum that your strength can be increased to with items and spells by 5 points per rank.
ID: 13943^1
Veiled Fortitude
ID: 13943^4
Raises the maximum that your stamina can be increased to with items and spells by 5 points per rank.
ID: 13953^1
Veiled Rapidity
ID: 13953^4
Raises the maximum that your agility can be increased to with items and spells by 5 points per rank.
ID: 13957^6
The sundering slash has opened a deep wound.
ID: 13958^6
Fear causes you to lose control of your legs!
ID: 13963^1
Veiled Cunning
ID: 13963^4
Raises the maximum that your dexterity can be increased to with items and spells by 5 points per rank.
ID: 13964^6
Gravity weighs heavy upon your feet causing your movement to slow.
ID: 13965^6
Your world turns dark from blindness.
ID: 13969^6
Reduces the physical damage done to the target.
ID: 13970^6
Protects the target from damage for a short period of time.
ID: 13971^6
Increases the targets chance to strike a critical blow.
ID: 13972^6
Increases targets ability to do magical damage by 50 percent with less hate generated by that damage than usual.
ID: 13973^1
Veiled Acumen
ID: 13973^4
Raises the maximum that your wisdom can be increased to with items and spells by 5 points per rank.
ID: 13973^6
Increases targets resistance to all types of magic and reduces the damage done to the target by incoming spells.
ID: 13974^6
Increases targets melee attack speed and reduces casting times.
ID: 13975^6
Will cause damage to anyone physically attacking the target.
ID: 13976^6
Will restore targets health, mana and endurance.
ID: 13977^6
Increases the damage done by the targets spells.
ID: 13978^6
Will cause damage to anyone physically attacking the target.
ID: 13979^6
Instant
ID: 13980^6
Instant
ID: 13981^6
Causes target to flee in terror.
ID: 13983^1
Veiled Brilliance
ID: 13983^4
Raises the maximum that your intelligence can be increased to with items and spells by 5 points per rank.
ID: 13983^6
A vortex of dark magic churns the air.
ID: 13985^6
Trapped by the warden's embrace, you take damage as it grows ever tighter.
ID: 13987^6
The massive paw opens deep bleeding wound.
ID: 13989^6
The venom burns your eyes causing intense pain.
ID: 13990^6
The shadow has left a painful wound in your side.
ID: 13993^1
Veiled Allure
ID: 13993^4
Raises the maximum that your charisma can be increased to with items and spells by 5 points per rank.
ID: 13996^6
Causes #1 damage per tick for up to %z.
ID: 14000^6
A whispering song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 14001^6
A whispering song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 14002^6
A whispering song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 14003^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 14004^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 14005^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 14006^6
Calls forth the blessing of the goddess Erollisi to regenerate the health and mana of your group.
ID: 14007^6
Calls forth the blessing of the goddess Erollisi to regenerate the health and mana of your group.
ID: 14008^6
Calls forth the blessing of the goddess Erollisi to regenerate the health and mana of your group.
ID: 14009^6
Shields your group, converting incoming damage taken into mana loss.
ID: 14010^1
Restoration of Life
ID: 14010^2
Restore
ID: 14010^3
Life
ID: 14010^4
This ability when activated calls the life force of a fallen ally back to their body with minimal loss of essence. This ability may not be used in combat.
ID: 14010^6
Shields your group, converting incoming damage taken into mana loss.
ID: 14011^1
Hastened Beacon of the Righteous
ID: 14011^4
This passive ability reduces the time required between uses of Beacon of the Righteous by 30 seconds per rank.
ID: 14011^6
Shields your group, converting incoming damage taken into mana loss.
ID: 14012^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 14013^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 14014^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 14015^6
A single suspended note that protects your target from nearly all harm for a short time.
ID: 14016^6
A single suspended note that protects your target from nearly all harm for a short time.
ID: 14017^1
Knowledge of Alaran Culture
ID: 14017^4
Having spent some time with the Alarans, you begin to learn about their ways and customs. You will need to further your education, including learning their language to moderate fluency in order to further take advantage of the skills and abilities locked away in their lands.
ID: 14017^6
A single suspended note that protects your target from nearly all harm for a short time.
ID: 14018^1
Knowledge of Alaran Culture - Advanced
ID: 14018^4
By opening your mind to the Alaran way of life, you have gained access to the wealth of knowledge they have amassed over the aeons. New power and abilities beyond those learned in Norrathian lands are now yours for the taking. This ability is required to purchase Veil of Alaris AA.
ID: 14018^6
Covers your group in shadowy dark vines, granting them protection from melee and spell attacks.
ID: 14019^1
Brace For Impact
ID: 14019^2
Brace For
ID: 14019^3
Impact
ID: 14019^4
This ability places a defensive buff on yourself which can proc a short duration bonus to incoming damage mitigation. Each rank increases the mitigation, total damage absorbed, and limit use count of the proc.
ID: 14019^6
Covers your group in shadowy dark vines, granting them protection from melee and spell attacks.
ID: 14020^6
Covers your group in shadowy dark vines, granting them protection from melee and spell attacks.
ID: 14021^6
This energizing psalm increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 14022^6
This energizing psalm increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 14023^6
This energizing psalm increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 14024^6
Calls forth the blessing of the goddess Erollisi to regenerate the health and mana of nearby allies.
ID: 14025^6
Calls forth the blessing of the goddess Erollisi to regenerate the health and mana of nearby allies.
ID: 14026^1
Merciless Blade
ID: 14026^4
This passive ability grants you increased damage when wielding a 2-handed sword or blunt weapon. Each rank adds additional damage.
ID: 14026^6
Calls forth the blessing of the goddess Erollisi to regenerate the health and mana of nearby allies.
ID: 14027^6
This purifying tune slowly removes the corruption from your target's system.
ID: 14028^6
This purifying tune slowly removes the corruption from your target's system.
ID: 14029^1
Combatant's Pact
ID: 14029^4
This passive ability grants you the capacity to receive exceptional promised heals. Ranks 1 through 3 increases the chance of an exceptional heal by 5 percent. Ranks 4 through 6 increase this chance by an additional 2 percent.
ID: 14029^6
This purifying tune slowly removes the corruption from your target's system.
ID: 14030^6
A bewitching melody that charms the target, allowing you to command it.
ID: 14031^6
A bewitching melody that charms the target, allowing you to command it.
ID: 14032^1
Warlord's Resolve
ID: 14032^4
This passive ability grants you immunity from most fear-based spells.
ID: 14032^6
A bewitching melody that charms the target, allowing you to command it.
ID: 14033^6
Despite its discordant nature, this song causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 14034^6
Despite its discordant nature, this song causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 14035^6
Despite its discordant nature, this song causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 14036^6
The staccato rhythms of this beat help shield your group from the effects of corruption.
ID: 14037^1
Hastened Warlord's Bravery
ID: 14037^4
This passive ability reduces the time required between uses of your Warlord's Bravery. Each rank reduces the time required by 3 minutes.
ID: 14037^6
The staccato rhythms of this beat help shield your group from the effects of corruption.
ID: 14038^6
The staccato rhythms of this beat help shield your group from the effects of corruption.
ID: 14039^6
When Kaerra's song builds to a crescendo it awakens the senses of your group members, invigorating both their minds and bodies.
ID: 14040^1
Hastened Warlord's Tenacity
ID: 14040^4
This passive ability reduces the time required between uses of your Warlord's Tenacity. Each rank reduces the time required by 3 minutes.
ID: 14040^6
When Kaerra's song builds to a crescendo it awakens the senses of your group members, invigorating both their minds and bodies.
ID: 14041^6
When Kaerra's song builds to a crescendo it awakens the senses of your group members, invigorating both their minds and bodies.
ID: 14042^6
ID: 14043^6
ID: 14044^6
ID: 14045^6
A dark dirge that causes between #1 and @1 damage to all enemies in an area around your target.
ID: 14046^1
Hastened Leech Touch
ID: 14046^4
This passive ability reduces the time required between uses of Leech Touch by 90 seconds per rank
ID: 14046^6
A dark dirge that causes between #1 and @1 damage to all enemies in an area around your target.
ID: 14047^6
A dark dirge that causes between #1 and @1 damage to all enemies in an area around your target.
ID: 14048^6
An ancient war song that increases your attack speed, melee damage, proc chance, and attack rating.
ID: 14049^6
An ancient war song that increases your attack speed, melee damage, proc chance, and attack rating.
ID: 14050^6
An ancient war song that increases your attack speed, melee damage, proc chance, and attack rating.
ID: 14051^1
Bony Grasp of Death
ID: 14051^2
Bony Grasp
ID: 14051^3
of Death
ID: 14051^4
Your command of things dead and dying allows you to restrict movement of any undead creature not flagged as run speed immune.
ID: 14051^6
The staccato rhythms of this beat help shield your nearby allies from the effects of corruption.
ID: 14052^1
Thought Leech
ID: 14052^2
Thought
ID: 14052^3
Leech
ID: 14052^4
Grants the Shadow Knight a powerful ability which returns mana to the caster while inflicting terrible pain and damage on their target. Each rank increases the amount of mana returned to the caster.
ID: 14052^6
The staccato rhythms of this beat help shield your nearby allies from the effects of corruption.
ID: 14053^6
The staccato rhythms of this beat help shield your nearby allies from the effects of corruption.
ID: 14054^6
Those that hear the spry sonata move with a bird-like precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 14055^6
Those that hear the spry sonata move with a bird-like precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 14056^1
Hastened Leechcurse Discipline
ID: 14056^4
This passive ability reduces the time required between uses of Leechcurse Discipline by 6 minutes per rank
ID: 14056^6
Those that hear the spry sonata move with a bird-like precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 14057^6
This tune increases the effectiveness of magic-based damage over time spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 14058^6
This tune increases the effectiveness of magic-based damage over time spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 14059^1
Hastened Unholy Aura Discipline
ID: 14059^4
This passive ability reduces the time required between uses of Unholy Aura Discipline by 3 minutes per rank
ID: 14059^6
This tune increases the effectiveness of magic-based damage over time spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 14060^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 14061^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 14062^1
Hastened Harmshield
ID: 14062^4
This passive ability reduces the time required between uses of Harmshield by 60 seconds per rank
ID: 14062^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 14063^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 14064^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 14065^1
Hastened Projection of Doom
ID: 14065^4
This passive ability reduces the time required between uses of Projection of Doom by 60 seconds per rank
ID: 14065^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 14066^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 14067^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 14068^1
Hastened Projection of Piety
ID: 14068^4
This passive ability reduces the time required between uses of Projection of Piety by 60 seconds per rank.
ID: 14068^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 14069^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 14070^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 14071^1
Shield of Brilliance
ID: 14071^2
Shield of
ID: 14071^3
Brilliance
ID: 14071^4
This ability, when activated grants a chance to reflect incoming spells for up to 12 seconds. Each rank increases the chance to reflect the incoming spell. Ranks 6 through 10 increase the amount of damage reflected back upon the caster.
ID: 14071^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 14072^1
Shield of Brilliance
ID: 14072^2
Shield of
ID: 14072^3
Brilliance
ID: 14072^4
This ability, when activated grants a chance to reflect incoming spells for up to 12 seconds. Each rank increases the chance to reflect the incoming spell.
ID: 14072^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 14073^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 14074^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 14075^6
Increases the yield of your companions' healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 14076^1
Hastened Sanctification Discipline
ID: 14076^4
This passive ability reduces the time required between uses of Sanctification by 8 minutes per rank.
ID: 14076^6
Increases the yield of your companions' healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 14077^6
Increases the yield of your companions' healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 14078^6
The song of the warlord inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, and damaging attackers by up to @4.
ID: 14079^6
The song of the warlord inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, and damaging attackers by up to @4.
ID: 14080^1
Speed of the Savior
ID: 14080^2
Speed of
ID: 14080^3
the Savior
ID: 14080^4
This ability, when activated, gives you a short duration increase to your run speed.
ID: 14080^6
The song of the warlord inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, and damaging attackers by up to @4.
ID: 14081^1
Divine Call
ID: 14081^2
Divine
ID: 14081^3
Call
ID: 14081^4
This ability, when activated, lures your target closer with the voice of the divine.
ID: 14081^6
Fuels the destructive power of your group members, applying an additional damage effect to every damaging spell they cast.
ID: 14082^6
Fuels the destructive power of your group members, applying an additional damage effect to every damaging spell they cast.
ID: 14083^6
Fuels the destructive power of your group members, applying an additional damage effect to every damaging spell they cast.
ID: 14084^6
Conjures the power of your voice into arcane orbs of power that will fuel the destructive power of group members who use direct damage spells.
ID: 14085^1
Hastened Leap of Faith
ID: 14085^4
This passive ability reduces the time required between uses of Leap of Faith by 2 seconds per rank.
ID: 14085^6
Conjures the power of your voice into arcane orbs of power that will fuel the destructive power of group members who use direct damage spells.
ID: 14086^6
Conjures the power of your voice into arcane orbs of power that will fuel the destructive power of group members who use direct damage spells.
ID: 14087^6
Increases your companions' attack speed and spell damage, as long as they stay inside the area of the aura.
ID: 14088^1
Hastened Marr's Salvation
ID: 14088^4
This passive ability reduces the time required between uses of Marr's Salvation by 30 seconds per rank.
ID: 14088^6
Increases your companions' attack speed and spell damage, as long as they stay inside the area of the aura.
ID: 14089^6
Increases your companions' attack speed and spell damage, as long as they stay inside the area of the aura.
ID: 14090^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 14091^1
Hastened Armor of the Inquisitor
ID: 14091^4
This passive ability reduces the time required between uses of Armor of the Inquisitor by 2 minutes per rank.
ID: 14091^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 14092^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 14093^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption.
ID: 14094^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption.
ID: 14095^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption.
ID: 14096^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 14097^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 14098^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 14099^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 14100^1
Quickened Stuns
ID: 14100^4
This passive ability shortens the cast time of all stun spells by 50 percent. This will not affect any specific stun abilities which have already had their cast time decreased by other means.
ID: 14100^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 14101^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 14102^6
Imbues your group with the focus of Zott, providing increased hit points for %z.
ID: 14103^6
Imbues your group with the focus of Zott, providing increased hit points for %z.
ID: 14104^6
Imbues your group with the focus of Zott, providing increased hit points for %z.
ID: 14105^6
Fills your group with spiritual brawn, increasing their hit points and attack rating for %z.
ID: 14106^6
Fills your group with spiritual brawn, increasing their hit points and attack rating for %z.
ID: 14107^6
Fills your group with spiritual brawn, increasing their hit points and attack rating for %z.
ID: 14108^6
Imbues your pet with the promise of a great heal in %z.
ID: 14109^6
Imbues your pet with the promise of a great heal in %z.
ID: 14110^6
Imbues your pet with the promise of a great heal in %z.
ID: 14111^6
ID: 14112^6
ID: 14113^6
ID: 14114^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating. Increases the attack speed of your group members.
ID: 14115^1
Extended Outrider's Attack
ID: 14115^4
This passive ability increases the duration of your Outrider's Attack by 1 tick per rank.
ID: 14115^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating. Increases the attack speed of your group members.
ID: 14116^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating. Increases the attack speed of your group members.
ID: 14117^6
Fills your warder with the spirit of Jeswin, increasing their dexterity and giving them a chance to perform a stunning frost attack.
ID: 14118^6
Fills your warder with the spirit of Jeswin, increasing their dexterity and giving them a chance to perform a stunning frost attack.
ID: 14119^6
Fills your warder with the spirit of Jeswin, increasing their dexterity and giving them a chance to perform a stunning frost attack.
ID: 14120^6
ID: 14121^6
ID: 14122^6
ID: 14123^6
Increases your warder's dexterity and gives them a chance to perform a debilitating attack that will slow and damage their target.
ID: 14124^6
Increases your warder's dexterity and gives them a chance to perform a debilitating attack that will slow and damage their target.
ID: 14125^6
Increases your warder's dexterity and gives them a chance to perform a debilitating attack that will slow and damage their target.
ID: 14126^6
ID: 14127^6
ID: 14128^6
ID: 14129^1
Etherium Blades
ID: 14129^4
This passive ability increases the damage done with piercing weapons and has a small chance to proc Blade Fury. Each rank increases the damage added.
ID: 14129^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 14130^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 14131^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 14132^6
Envelops your group in an aura of spiritual enlightenment, increasing their mana and hit point regeneration.
ID: 14133^6
Envelops your group in an aura of spiritual enlightenment, increasing their mana and hit point regeneration.
ID: 14134^6
Envelops your group in an aura of spiritual enlightenment, increasing their mana and hit point regeneration.
ID: 14135^1
Hastened Assassination Disciplines
ID: 14135^4
This passive ability reduces the time required between uses of assassination disciplines by 10 percent per rank.
ID: 14135^6
Bestows a dragonscale guard upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 14136^6
Bestows a dragonscale guard upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 14137^6
Bestows a dragonscale guard upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 14138^6
Summons a feral warder to aid you in battle.
ID: 14139^1
Cunning Disguise: Shissar
ID: 14139^2
Disguise
ID: 14139^3
Shissar
ID: 14139^4
This ability grants you the option of assuming a disguise.
ID: 14139^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 14140^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 14141^1
Assassin's Mastery of Piercing
ID: 14141^4
This ability provides you with increased power to piercing attacks with your weapons. Additional ranks increase the power gained per hit that lands on your target.
ID: 14141^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 14142^6
Fills your target with ruthless ferocity, increasing their resistances, attack rating, and stamina.
ID: 14143^6
Fills your target with ruthless ferocity, increasing their resistances, attack rating, and stamina.
ID: 14144^1
Extended Envenomed Blades
ID: 14144^4
This passive ability extends the duration of Envenomed Blades by 1 tick per rank.
ID: 14144^6
Fills your target with ruthless ferocity, increasing their resistances, attack rating, and stamina.
ID: 14145^6
Bites your target with the Borrower's fangs, inflicting #1 damage.
ID: 14146^6
Bites your target with the Borrower's fangs, inflicting #1 damage.
ID: 14147^6
Bites your target with the Borrower's fangs, inflicting #1 damage.
ID: 14148^1
Hastened Speed Focus
ID: 14148^4
Each rank in this ability lower the reuse time on your Speed Focus Discipline by 90 seconds.
ID: 14148^6
Places a guard on your warder that greatly increases its chance to mitigate or completely resist detrimental spells.
ID: 14149^6
Places a guard on your warder that greatly increases its chance to mitigate or completely resist detrimental spells.
ID: 14150^6
Places a guard on your warder that greatly increases its chance to mitigate or completely resist detrimental spells.
ID: 14151^1
Heel of Brithrax
ID: 14151^4
Each rank in the passive ability increases the damage on your Flying Kick ability.
ID: 14151^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 14152^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 14153^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 14154^6
ID: 14155^6
ID: 14156^6
ID: 14157^1
Pressure Points
ID: 14157^4
Each rank in the passive ability increases the accuracy of your flying kicks.
ID: 14157^6
ID: 14158^6
Assaults your target with a flurry of savage attacks.
ID: 14159^6
Assaults your target with a flurry of savage attacks.
ID: 14160^1
Hastened Zan Fi's Whistle
ID: 14160^4
This passive ability reduces the time required between uses of Zan Fi's Whistle by 1 minutes per rank.
ID: 14160^6
Assaults your target with a flurry of savage attacks.
ID: 14161^6
Increases attack speed.
ID: 14162^6
Increases attack speed.
ID: 14163^1
Extended Zan Fi's Whistle
ID: 14163^4
This passive ability increases the duration of Zan Fi's Whistle by 1 tick per rank.
ID: 14163^6
Increases attack speed.
ID: 14164^6
Bestows a protective guard upon your pet, absorbing up to @1 damage from the next #1 incoming attacks. When this protection fades, your pet will inflict additional melee damage for 30 seconds.
ID: 14165^6
Bestows a protective guard upon your pet, absorbing up to @1 damage from the next #1 incoming attacks. When this protection fades, your pet will inflict additional melee damage for 30 seconds.
ID: 14166^1
Hastened Thunder
ID: 14166^4
This passive ability reduces the time required between uses of Infusion of Thunder by 1 minutes per rank.
ID: 14166^6
Bestows a protective guard upon your pet, absorbing up to @1 damage from the next #1 incoming attacks. When this protection fades, your pet will inflict additional melee damage for 30 seconds.
ID: 14167^6
ID: 14168^6
ID: 14169^1
Hastened Thousand Blades
ID: 14169^4
This passive ability reduces the time required between uses of Thousand Blades by 10 percent for each rank.
ID: 14169^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating.
ID: 14170^6
Infuses you and your pet with the power of a puma, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 14171^6
Infuses you and your pet with the power of a puma, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 14172^6
Infuses you and your pet with the power of a puma, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 14173^6
ID: 14174^6
ID: 14175^6
ID: 14176^1
Hastened Tune Stuck In Your Head
ID: 14176^4
This passive ability reduces the time required between uses of Tune Stuck In Your Head by 2 minutes per rank.
ID: 14176^6
Forges several Axes of the Decimator.
ID: 14177^6
Aims an axe of the decimator at your opponent's legs, causing slower movement speed for a short time.
ID: 14178^6
Aims an axe of the decimator at your opponent's legs, causing slower movement speed for a short time.
ID: 14179^1
Extended Dance of Blades
ID: 14179^4
This passive ability extends of the duration of Dance of Blades by 1 tick per rank.
ID: 14179^6
Aims an axe of the decimator at your opponent's legs, causing slower movement speed for a short time.
ID: 14180^1
Extended Thousand Blades
ID: 14180^4
This passive ability extends of the duration of Thousand Blades by 1 tick per rank.
ID: 14180^6
Using this high-pitched scream, you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
ID: 14181^1
Allegretto of Battle
ID: 14181^4
This passive ability increases your maximum amount of double attack by 25 points per rank.
ID: 14181^6
Using this high-pitched scream you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
ID: 14182^6
Using this high-pitched scream you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
ID: 14183^6
Aims an axe of the decimator at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 14184^6
Aims an axe of the decimator at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 14185^6
Aims an axe of the decimator at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 14186^1
Vivace of Conflict
ID: 14186^4
This passive ability increases your maximum amount of triple attack by 25 points per rank.
ID: 14186^6
Throws an axe of the decimator wildly, briefly distracting your opponent.
ID: 14187^6
Throws an axe of the decimator wildly, briefly distracting your opponent.
ID: 14188^6
Throws an axe of the decimator wildly, briefly distracting your opponent.
ID: 14189^6
Cause your body to be consumed by a berserking rage, greatly increasing the damage potential of your attacks.
ID: 14190^6
Cause your body to be consumed by a berserking rage, greatly increasing the damage potential of your attacks.
ID: 14191^6
Cause your body to be consumed by a berserking rage, greatly increasing the damage potential of your attacks.
ID: 14192^1
Noteworthy Disguise: Drake
ID: 14192^2
Illusion
ID: 14192^3
Drake
ID: 14192^4
This ability gives you the ability to transform yourself into the image of a fearsome drake. Rank 2 adds the ability to levitate while in drake form.
ID: 14192^6
Sacrifices endurance to receive a third wind, allowing you an increased endurance regeneration of #1 every six seconds for %z.
ID: 14193^1
Bulwark of Blades
ID: 14193^4
This passive ability increases your chance to block incoming attacks.
ID: 14193^6
Sacrifices endurance to receive a third wind, allowing you an increased endurance regeneration of #1 every six seconds for %z.
ID: 14194^6
Sacrifices endurance to receive a third wind, allowing you an increased endurance regeneration of #1 every six seconds for %z.
ID: 14195^6
Launches a volley of four axes at your target.
ID: 14196^6
Launches a volley of four axes at your target.
ID: 14197^6
Launches a volley of four axes at your target.
ID: 14198^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 14199^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 14200^1
Decapitation
ID: 14200^4
When wielding a 2-handed or thrown weapon, this ability allows your skill attacks to strike enemies with incredible destructive power. At rank 1, this will affect npcs level 90 and below with each rank increasing the maximum to one below the required purchase level. At level 100, you will be able to hit level 99 enemies.
ID: 14200^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 14201^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 14202^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 14203^1
Hastened Berserking Disciplines
ID: 14203^4
This passive ability will reduce the time required between uses of Berserking disciplines and upgrades by 10 percent per rank.
ID: 14203^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 14204^6
Instant Duration.
ID: 14205^6
Instant Duration.
ID: 14206^1
Quiet Miracle
ID: 14206^2
Quiet
ID: 14206^3
Miracle
ID: 14206^4
This ability channels a burst of health and mana to your target without drawing attention to yourself. This may not be repeated on the same target for up to 5 minutes.
ID: 14206^6
Instant Duration.
ID: 14207^1
Repel the Wicked
ID: 14207^2
Repel
ID: 14207^3
Wicked
ID: 14207^4
This ability channels a burst of divine power to knock your undead enemy senseless and throws them backwards.
ID: 14207^6
Bestows your target with a blessing of resolve, allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 14208^1
Beacon of Life
ID: 14208^2
Beacon
ID: 14208^3
of Life
ID: 14208^4
This ability blasts your nearby allies with the light of Rodcet Nife, instantly healing their wounds.
ID: 14208^6
Bestows your target with a blessing of resolve, allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 14209^1
Blessed Chains
ID: 14209^2
Blessed
ID: 14209^3
Chains
ID: 14209^4
This ability fixes your enemies feet to the ground with bands of divine energy.
ID: 14209^6
Bestows your target with a blessing of resolve, allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 14210^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 14211^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 14212^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 14213^1
Hastened Focused Celestial Regeneration
ID: 14213^4
This passive ability decreases the time required between uses of Focused Celestial Regeneration by 2 minutes per rank.
ID: 14213^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 14214^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 14215^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 14216^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 14217^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 14218^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 14219^6
Leaves your enemy awestruck, briefly stunning them and causing between #2 and @2 damage. This spell works on creatures up to level @1.
ID: 14220^6
Leaves your enemy awestruck, briefly stunning them and causing between #2 and @2 damage. This spell works on creatures up to level @1.
ID: 14221^6
Leaves your enemy awestruck, briefly stunning them and causing between #2 and @2 damage. This spell works on creatures up to level @1.
ID: 14222^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 14223^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 14224^1
Shrink
ID: 14224^2
Shrink
ID: 14224^4
This ability shrinks your target, allowing them greater mobility in tight quarters.
ID: 14224^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 14225^1
Quickened Spirit Calling
ID: 14225^4
This passive ability reduces the time required to cast Spirit Call by 1/2 second per rank.
ID: 14225^6
Fills your target with temerity, granting them increased hit points and armor class for %z.
ID: 14226^6
Fills your target with temerity, granting them increased hit points and armor class for %z.
ID: 14227^6
Fills your target with temerity, granting them increased hit points and armor class for %z.
ID: 14228^1
Quickened Call of the Wild
ID: 14228^4
Each rank of this passive ability reduces the cast time of Call of the Wild by 1 second.
ID: 14228^6
Provides your target with heroic valor, increasing their hit points and armor class for %z.
ID: 14229^1
Veturika's Perseverance
ID: 14229^2
Veturika's
ID: 14229^3
Perseverance
ID: 14229^4
This ability draws a burst of health and mana to yourself without drawing attention.
ID: 14229^6
Provides your target with heroic valor, increasing their hit points and armor class for %z.
ID: 14230^6
Provides your target with heroic valor, increasing their hit points and armor class for %z.
ID: 14231^1
Spiritual Rebuke
ID: 14231^2
Spiritual
ID: 14231^3
Rebuke
ID: 14231^4
This ability calls powerful spirits to shove your enemy backwards with great force. This wild magic has a chance to feedback upon the caster.
ID: 14231^6
Fills your target's body with solemn elixir, healing #1 hit points every six seconds for %z.
ID: 14232^1
Pathosis
ID: 14232^2
Pathosis
ID: 14232^4
This ability reduces your enemy's ability to withstand disease-based spells. Additional ranks further reduce your enemy's resistance.
ID: 14232^6
Fills your target's body with solemn elixir, healing #1 hit points every six seconds for %z.
ID: 14233^1
Preincarnation
ID: 14233^2
Preinc
ID: 14233^3
-arnation
ID: 14233^4
This ability allows you the chance to be saved from an attack which would otherwise kill you. Rank 2 greatly increases your chances to be saved.
ID: 14233^6
Fills your target's body with solemn elixir, healing #1 hit points every six seconds for %z.
ID: 14234^1
Spiritual Blessing
ID: 14234^2
Spiritual
ID: 14234^3
Blessing
ID: 14234^4
This ability, when activated, allows all of your healing spells to land as critical heals for the next 12 seconds at a cost of greatly increased mana usage. Each rank slightly reduces the amount of mana used.
ID: 14234^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 14235^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 14236^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 14237^6
Places the Aegis of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 14238^6
Places the Aegis of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 14239^6
Places the Aegis of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 14240^6
Bathes your target in sacred light, healing between #1 and @1 hit points.
ID: 14241^1
Hastened Nature's Fury
ID: 14241^4
This passive ability reduces the time required between uses of Nature's Fury by 3 minutes per rank.
ID: 14241^6
Bathes your target in sacred light, healing between #1 and @1 hit points.
ID: 14242^6
Bathes your target in sacred light, healing between #1 and @1 hit points.
ID: 14243^6
Strikes an enemy with holy might, briefly stunning them. This spell works on creatures up to level @1.
ID: 14244^1
Wrath of the Forest Walker
ID: 14244^4
This passive ability slightly increases the damage inflicted by all detrimental direct damage spells. Addition ranks will increase the damage.
ID: 14244^6
Strikes an enemy with holy might, briefly stunning them. This spell works on creatures up to level @1.
ID: 14245^6
Strikes an enemy with holy might, briefly stunning them. This spell works on creatures up to level @1.
ID: 14246^6
Covers your group in a holy guard, increasing their armor class for %z.
ID: 14247^6
Covers your group in a holy guard, increasing their armor class for %z.
ID: 14248^6
Covers your group in a holy guard, increasing their armor class for %z.
ID: 14249^1
Gift of Sylvan Spirits
ID: 14249^4
This passive ability slightly increases the healing bestowed by all beneficial spells. Each rank increases the benefit.
ID: 14249^6
Imbues your target with the promise of a great heal in %z.
ID: 14250^6
Imbues your target with the promise of a great heal in %z.
ID: 14251^6
Imbues your target with the promise of a great heal in %z.
ID: 14252^6
ID: 14253^6
ID: 14254^1
Extended Vinelash Cascade
ID: 14254^4
This passive ability extends the duration of Vinelash Cascade by 1 tick per rank.
ID: 14254^6
ID: 14255^6
By taking a vow of victory, you sacrifice your healing efficacy for %z for the chance to do increased damage via valorous melee strikes. Each valorous strike invigorates you, replenishing your health.
ID: 14256^6
By taking a vow of victory, you sacrifice your healing efficacy for %z for the chance to do increased damage via valorous melee strikes. Each valorous strike invigorates you, replenishing your health.
ID: 14257^6
By taking a vow of victory, you sacrifice your healing efficacy for %z for the chance to do increased damage via valorous melee strikes. Each valorous strike invigorates you, replenishing your health.
ID: 14258^6
ID: 14259^1
Extended Spirit of the Bear
ID: 14259^4
This passive ability extends the duration of Spirit of the Bear by 1 tick per rank.
ID: 14259^6
ID: 14260^6
ID: 14261^6
ID: 14262^1
Veil of the Underbrush
ID: 14262^2
Veil of
ID: 14262^3
Underbrush
ID: 14262^4
This ability, when activated, causes you to fade from sight of your enemies.
ID: 14262^6
ID: 14263^6
ID: 14264^1
Paralytic Spores
ID: 14264^2
Paralytic
ID: 14264^3
Spores
ID: 14264^4
This ability causes your target to succumb to a sudden, violent attack, after which they are frequently unable to move for a time. Additonal ranks increase the duration of the ability.
ID: 14264^6
Places the mark of the devoted on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 14265^1
Hidden Communion of the Cheetah
ID: 14265^2
Hidden
ID: 14265^3
Cheetah
ID: 14265^4
This ability provides a group based version of Spirit of the Cheetah as well as camoflaging you from your enemies.
ID: 14265^6
Places the mark of the devoted on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 14266^6
Places the mark of the devoted on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 14267^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies.
ID: 14268^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies.
ID: 14269^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies.
ID: 14270^6
Bestows your group with an aura of resolve, allowing them to cast spells faster for %z. This aura affects spells up to level #2.
ID: 14271^6
Bestows your group with an aura of resolve, allowing them to cast spells faster for %z. This aura affects spells up to level #2.
ID: 14272^4
Allows you to transform yourself into a Werewolf and grants additional mana, hitpoints, and accuracy. Additional ranks increase the mana, hitpoints and mana regeneration from this effect. Rank 3 no longer has the runspeed improvements of previous ranks.
ID: 14272^6
Bestows your group with an aura of resolve, allowing them to cast spells faster for %z. This aura affects spells up to level #2.
ID: 14273^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 14274^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 14275^1
Steadfast Resolve
ID: 14275^4
Each rank in this ability gives beastlords an increasing chance for their playing possum to not be revealed by spells cast upon them.
ID: 14275^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 14276^6
Places the Ward of Requital around your body. This ward will periodically strike out at any creature that attacks you. This effect will fade after 120 strikes.
ID: 14277^6
Places the Ward of Requital around your body. This ward will periodically strike out at any creature that attacks you. This effect will fade after 120 strikes.
ID: 14278^1
Extended Group Bestial Alignment
ID: 14278^4
This passive ability extends the duration of Group Bestial Alignment by 1 tick per rank.
ID: 14278^6
Places the Ward of Requital around your body. This ward will periodically strike out at any creature that attacks you. This effect will fade after 120 strikes.
ID: 14279^6
ID: 14280^6
ID: 14281^1
Group Perfected Invisibility to Undead
ID: 14281^2
Group Perf
ID: 14281^3
IVU
ID: 14281^4
An invisibility to undead creatures that will not fade over time than you can share with your group.
ID: 14281^6
ID: 14282^1
Perfected Invisibility to Undead
ID: 14282^2
Perfect
ID: 14282^3
IVU
ID: 14282^4
An invisibility to undead creatures that will not fade over time.
ID: 14282^6
Shares your divine spirit, granting your group resistance to corruption.
ID: 14283^1
Quickened Stasis
ID: 14283^4
Each rank of this passive ability shortens the cast time of Stasis and Nightmare Stasis by .25 seconds. This does not affect Friendly Stasis or Self Stasis.
ID: 14283^6
Shares your divine spirit, granting your group resistance to corruption.
ID: 14284^6
Shares your divine spirit, granting your group resistance to corruption.
ID: 14285^6
Expunges your target's immune system, curing some corruption.
ID: 14286^1
Extended Dreary Deeds
ID: 14286^4
This passive ability extends the duration of Dreary Deeds by 1 tick per rank.
ID: 14286^6
Expunges your target's immune system, curing some corruption.
ID: 14287^6
Expunges your target's immune system, curing some corruption.
ID: 14288^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 14289^1
Quickened Frenzied Burnout
ID: 14289^4
This passive ability reduces the cast time of your Frenzied Burnout abilities by 10 percent per rank.
ID: 14289^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 14290^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 14291^6
Strikes nearby creatures with a silent decree, inflicting @3 damage and stunning them.
ID: 14292^1
Quickened Host of the Elements
ID: 14292^4
This passive ability shortens the cast time of Host of the Elements by 10 percent per rank.
ID: 14292^6
Strikes nearby creatures with a silent decree, inflicting @3 damage and stunning them.
ID: 14293^6
Strikes nearby creatures with a silent decree, inflicting @3 damage and stunning them.
ID: 14294^6
Places mystic armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 14295^1
Hastened Companion's Relocation
ID: 14295^4
This ability reduces the time required between uses of Companion's Relocation by 1 second per rank.
ID: 14295^6
Places mystic armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 14296^6
Places mystic armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 14297^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 14298^1
Modulation Specialist
ID: 14298^4
This passive ability increases the effects from Modulation Rods by a small amount. Rank 1 is a 10 percent increase. Rank 2 is a 15 percent increase. Rank 3 is a 20 percent increase. Note, this will also affect the detrimental aspect of the rods.
ID: 14298^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 14299^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 14300^6
Cloaks your group in an aura of temerity, granting them increased hit points and armor class for %z.
ID: 14301^1
Staff Block
ID: 14301^4
This passive ability gives you a chance to block incoming melee attacks when wielding a 2hb weapon. Each rank increases the block chance by a small amount.
ID: 14301^6
Cloaks your group in an aura of temerity, granting them increased hit points and armor class for %z.
ID: 14302^6
Cloaks your group in an aura of temerity, granting them increased hit points and armor class for %z.
ID: 14303^6
Fills your group with the elixir of atonement which continually heals their wounds for a short period of time.
ID: 14304^1
Hastened Drape of Shadows
ID: 14304^4
This passive ability reduces the time required to use Drape of Shadows by 45 seconds per rank.
ID: 14304^6
Fills your group with the elixir of atonement which continually heals their wounds for a short period of time.
ID: 14305^6
Fills your group with the elixir of atonement which continually heals their wounds for a short period of time.
ID: 14306^6
Places the rallied protection of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 14307^1
Virulent Talon
ID: 14307^2
Virulent
ID: 14307^3
Talon
ID: 14307^4
This ability, when activated, applies a buff to your pet which procs a poison-based attack upon successful melee attacks. This effect is limited to 30 attacks. Additional ranks strengthen the poison attack. Rank 3 increases the proc limit to 40 attacks.
ID: 14307^6
Places the rallied protection of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 14308^1
Hastened Pestilent Paralysis
ID: 14308^4
This passive ability reduces the time required between uses of Pestilent Paralysis by 20 seconds per rank.
ID: 14308^6
Places the rallied protection of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 14309^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 14310^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 14311^1
Hastened Mercurial Torment
ID: 14311^4
This passive ability reduces the time required between uses of Mercurial Torment by 6 minutes per rank.
ID: 14311^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 14312^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z and healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 14313^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z and healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 14314^1
Hastened Whisperwind
ID: 14314^4
This passive ability reduces the time required between uses of Whisperwind by 3 seconds per rank.
ID: 14314^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z and healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 14315^6
Places the blood of the devoted on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target. Those afflicted with the blood of the devoted can spread it to others.
ID: 14316^1
Quickened Scent of Terris
ID: 14316^4
This passive ability reduces the casting time of Scent of Terris by 15 percent per rank.
ID: 14316^6
Places the blood of the devoted on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target. Those afflicted with the blood of the devoted can spread it to others.
ID: 14317^6
Places the blood of the devoted on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target. Those afflicted with the blood of the devoted can spread it to others.
ID: 14318^1
Quickened Death Bloom
ID: 14318^4
This passive ability reduces the casting time of Death Bloom by 10 percent per rank.
ID: 14318^6
Blesses the land beneath your feet. The consecrated ground will harm any undead that attempts to traverse that area, and the blessing also has a chance to stun them. The damage from consecrated ground will not break mesmerization effects.
ID: 14319^6
Blesses the land beneath your feet. The consecrated ground will harm any undead that attempts to traverse that area, and the blessing also has a chance to stun them. The damage from consecrated ground will not break mesmerization effects.
ID: 14320^6
Blesses the land beneath your feet. The consecrated ground will harm any undead that attempts to traverse that area, and the blessing also has a chance to stun them. The damage from consecrated ground will not break mesmerization effects.
ID: 14321^1
Death's Malaise
ID: 14321^2
Death's
ID: 14321^3
Malaise
ID: 14321^4
This ability, when activated, reduces the melee speed of your undead enemies. Additional ranks further decrease the melee speed of your enemies slightly.
ID: 14321^6
Allows your companions to absorb a portion of incoming melee damage, as long as they stay inside the area of the aura.
ID: 14322^1
Dying Grasp
ID: 14322^2
Dying
ID: 14322^3
Grasp
ID: 14322^4
This ability, when activated, casts a last ditch lifetap in hopes of averting certain death. Additional ranks increase the amount of damage inflicted and healing applied.
ID: 14322^6
Allows your companions to absorb a portion of incoming melee damage, as long as they stay inside the area of the aura.
ID: 14323^1
A Hole In Space
ID: 14323^2
Hole In
ID: 14323^3
Space
ID: 14323^4
This ability, when activated, opens a hole in space allowing you to slip away from your enemy's attention.
ID: 14323^6
Allows your companions to absorb a portion of incoming melee damage, as long as they stay inside the area of the aura.
ID: 14324^6
Allows your companions to absorb a portion of incoming melee damage, as long as they stay inside the area of the aura.
ID: 14325^6
Increases your companions' maximum hit points, as long as they stay inside the area of the aura.
ID: 14326^6
Increases your companions' maximum hit points, as long as they stay inside the area of the aura.
ID: 14327^6
Increases your companions' maximum hit points, as long as they stay inside the area of the aura.
ID: 14328^1
Hastened Force of Will
ID: 14328^4
This passive ability reduces the time required between uses of Force of Will by 3 seconds per rank.
ID: 14328^6
ID: 14329^6
ID: 14330^6
ID: 14331^1
Hastened Improved Twincast
ID: 14331^4
This passive ability reduces the time required between uses of Improved Twincast by 2 minutes per rank.
ID: 14331^6
Mends critical wounds, healing between #1 and @1 hit points. This spell will only affect a target that is below 35 percent health.
ID: 14332^6
Mends critical wounds, healing between #1 and @1 hit points. This spell will only affect a target that is below 35 percent health.
ID: 14333^6
Mends critical wounds, healing between #1 and @1 hit points. This spell will only affect a target that is below 35 percent health.
ID: 14334^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 14335^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 14336^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 14337^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The holy power attempts to breach the weakest of your target's magical defenses, and is therefore harder to resist.
ID: 14338^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The holy power attempts to breach the weakest of your target's magical defenses, and is therefore harder to resist.
ID: 14339^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The holy power attempts to breach the weakest of your target's magical defenses, and is therefore harder to resist.
ID: 14340^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z.
ID: 14341^1
Hastened Nightmare Stasis
ID: 14341^4
This passive ability reduces the time required between uses of Nightmare Stasis by 6 minutes per rank.
ID: 14341^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z.
ID: 14342^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z.
ID: 14343^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 14344^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 14345^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 14346^1
Scintillating Beam
ID: 14346^2
Scintillating
ID: 14346^3
Beam
ID: 14346^4
This ability, when activated, fires a beam of scintillating colors enthralling up to 5 targets caught in the brilliant light. When they recover, it will take some time to recover their full run speed and fighting accuracy. Each rank increases the duration of all effects slightly.
ID: 14346^6
Cloaks your group in a light aura, rendering them invisible to most undead creatures for up to %z.
ID: 14347^6
Cloaks your group in a light aura, rendering them invisible to most undead creatures for up to %z.
ID: 14348^6
Cloaks your group in a light aura, rendering them invisible to most undead creatures for up to %z.
ID: 14349^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points as well as curing moderate diseases and poisons.
ID: 14350^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points as well as curing moderate diseases and poisons.
ID: 14351^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points as well as curing moderate diseases and poisons.
ID: 14352^6
Surrounds your target in dancing flames for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance, and armor class.
ID: 14353^6
Surrounds your target in dancing flames for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance, and armor class.
ID: 14354^6
Surrounds your target in dancing flames for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance, and armor class.
ID: 14355^6
Summons a gale of storms, stunning your target and causing between #1 and @1 damage.
ID: 14356^6
Summons a gale of storms, stunning your target and causing between #1 and @1 damage.
ID: 14357^6
Summons a gale of storms, stunning your target and causing between #1 and @1 damage.
ID: 14358^1
Convergence
ID: 14358^2
Convergence
ID: 14358^4
This ability calls a fallen ally back to their body. Requires an Essence Emerald as an element of energy focus.
ID: 14358^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 14359^1
Gift of Deathly Resolve
ID: 14359^2
Gift of
ID: 14359^3
Death Resolve
ID: 14359^4
This ability, when activated, allows any direct damage spell over level 91 to allow your next damage over time spell greater than level 91 to be twincast.
ID: 14359^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 14360^1
Funeral Pyre
ID: 14360^2
Funeral
ID: 14360^3
Pyre
ID: 14360^4
This ability, when activated, shortens the duration of all damage over time spells by 50 percent, while increasing their damage and mana cost by 35 percent for up to 2 minutes. NOTE: Once activated, this burn cannot be quenched until it has run its full duration. Each new rank increases the damage bonus slightly.
ID: 14360^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 14361^6
Calls a burst of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 14362^6
Calls a burst of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 14363^6
Calls a burst of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 14364^1
Hastened Eldritch Rune
ID: 14364^4
This passive ability reduces the time required between uses of Eldritch Rune by 90 seconds per rank.
ID: 14364^6
Blankets your target in hoar frost, lowering their attack value and armor class for %z.
ID: 14365^6
Blankets your target in hoar frost, lowering their attack value and armor class for %z.
ID: 14366^6
Blankets your target in hoar frost, lowering their attack value and armor class for %z.
ID: 14367^1
Hero's Barracks
ID: 14367^4
This passive ability grants you the ability to conscript one additional mercenary per rank.
ID: 14367^6
Calms the savage spirit of almost any creature in an area around your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 14368^1
Hero's Barracks
ID: 14368^4
This passive ability grants you the ability to conscript one additional mercenary per rank.
ID: 14368^6
Calms the savage spirit of almost any creature in an area around your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 14369^1
Hero's Barracks
ID: 14369^4
This passive ability grants you the ability to conscript one additional mercenary per rank.
ID: 14369^6
Calms the savage spirit of almost any creature in an area around your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 14370^1
Hero's Barracks
ID: 14370^4
This passive ability grants you the ability to conscript one additional mercenary per rank.
ID: 14370^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 14371^1
Summon Tome of the Hero's Journey
ID: 14371^2
Summon Tome
ID: 14371^3
Hero Journey
ID: 14371^4
Summons a magical tome that will guide you on your quests.
ID: 14371^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 14372^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 14373^1
Enchant Planar Alloy
ID: 14373^2
Enchant
ID: 14373^3
Planar Alloy
ID: 14373^4
This ability allows you to enchant a bar of Planar Alloy using some of your mana.
ID: 14373^6
Fills your target with the power of a leviathan, increasing the damage they are capable of for %z.
ID: 14374^1
Mass Enchant Planar Alloy
ID: 14374^2
Mass Enchant
ID: 14374^3
Planar Alloy
ID: 14374^4
This ability allows you to enchant 10 bars of Planar Alloy using some of your mana.
ID: 14374^6
Fills your target with the power of a leviathan, increasing the damage they are capable of for %z.
ID: 14375^6
Fills your target with the power of a leviathan, increasing the damage they are capable of for %z.
ID: 14376^6
ID: 14377^6
ID: 14378^6
ID: 14379^6
Covers your target in a layer of glacial ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z.
ID: 14380^6
Covers your target in a layer of glacial ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z.
ID: 14381^6
Covers your target in a layer of glacial ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z.
ID: 14382^6
Surrounds your target in a shield of nature's spikes that causes damage to anything that strikes them for %z.
ID: 14383^6
Surrounds your target in a shield of nature's spikes that causes damage to anything that strikes them for %z.
ID: 14384^6
Surrounds your target in a shield of nature's spikes that causes damage to anything that strikes them for %z.
ID: 14385^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants, while also increasing the damage they will take from fire-based spells for %z.
ID: 14386^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants, while also increasing the damage they will take from fire-based spells for %z.
ID: 14387^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants, while also increasing the damage they will take from fire-based spells for %z.
ID: 14388^6
Hardens the skin of your target, increasing their hit points, mana regeneration, and armor class for %z.
ID: 14389^6
Hardens the skin of your target, increasing their hit points, mana regeneration, and armor class for %z.
ID: 14390^6
Hardens the skin of your target, increasing their hit points, mana regeneration, and armor class for %z.
ID: 14391^6
Mends severe wounds, healing between #1 and @1 damage.
ID: 14392^6
Mends severe wounds, healing between #1 and @1 damage.
ID: 14393^6
Mends severe wounds, healing between #1 and @1 damage.
ID: 14394^6
Commands a swarm of fireants to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 14395^6
Commands a swarm of fireants to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 14396^6
Commands a swarm of fireants to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 14397^6
Surrounds your body in a viridicoat that increases your armor class, as well as harming those that strike you for %z.
ID: 14398^1
Phantasmic Power
ID: 14398^4
Raises the maximum that your strength can be increased to with items and spells by 5 points per rank.
ID: 14398^6
Surrounds your body in a viridicoat that increases your armor class, as well as harming those that strike you for %z.
ID: 14399^6
Surrounds your body in a viridicoat that increases your armor class, as well as harming those that strike you for %z.
ID: 14400^6
Burns your target's skin with winter's flame, inflicting damage separately from a burning flame and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 14401^6
Burns your target's skin with winter's flame, inflicting damage separately from a burning flame and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 14402^6
Burns your target's skin with winter's flame, inflicting damage separately from a burning flame and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 14403^6
ID: 14404^6
ID: 14405^6
ID: 14406^6
ID: 14407^6
ID: 14408^1
Phantasmic Prowess
ID: 14408^4
Raises the maximum that your stamina can be increased to with items and spells by 5 points per rank.
ID: 14408^6
ID: 14409^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 14410^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 14411^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 14412^6
Covers you in a skin of grimwood, greatly reducing the damage you take from melee attacks for up to %z.
ID: 14413^6
Covers you in a skin of grimwood, greatly reducing the damage you take from melee attacks for up to %z.
ID: 14414^6
Covers you in a skin of grimwood, greatly reducing the damage you take from melee attacks for up to %z.
ID: 14415^6
ID: 14416^6
ID: 14417^6
ID: 14418^1
Phantasmic Promptitude
ID: 14418^4
Raises the maximum that your agility can be increased to with items and spells by 5 points per rank.
ID: 14418^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 14419^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 14420^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 14421^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 14422^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 14423^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 14424^6
Calls forth a wave of cascading vines that extend directly in front of you. These vines can bind your enemies to the ground for up to %z. After the vines loosen their grip, your enemies will become snared which will reduce their movement speed for up to %z.
ID: 14425^6
Calls forth a wave of cascading vines that extend directly in front of you. These vines can bind your enemies to the ground for up to %z. After the vines loosen their grip, your enemies will become snared which will reduce their movement speed for up to %z.
ID: 14426^6
Calls forth a wave of cascading vines that extend directly in front of you. These vines can bind your enemies to the ground for up to %z. After the vines loosen their grip, your enemies will become snared which will reduce their movement speed for up to %z.
ID: 14427^6
Cleanses your group of minor corruption.
ID: 14428^1
Phantasmic Proficiency
ID: 14428^4
Raises the maximum that your dexterity can be increased to with items and spells by 5 points per rank.
ID: 14428^6
Cleanses your group of minor corruption.
ID: 14429^6
Cleanses your group of minor corruption.
ID: 14430^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 14431^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 14432^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 14433^6
Surrounds your group in a shield of viridithorns that causes damage to anything that strikes them for %z.
ID: 14434^6
Surrounds your group in a shield of viridithorns that causes damage to anything that strikes them for %z.
ID: 14435^6
Surrounds your group in a shield of viridithorns that causes damage to anything that strikes them for %z.
ID: 14436^6
Hardens the skin of your group, increasing their hit points, mana regeneration, and armor class for %z.
ID: 14437^6
Hardens the skin of your group, increasing their hit points, mana regeneration, and armor class for %z.
ID: 14438^1
Phantasmic Poise
ID: 14438^4
Raises the maximum that your wisdom can be increased to with items and spells by 5 points per rank.
ID: 14438^6
Hardens the skin of your group, increasing their hit points, mana regeneration, and armor class for %z.
ID: 14439^6
Summons rime crystals, causing @1 damage to your target.
ID: 14440^6
Summons rime crystals, causing @1 damage to your target.
ID: 14441^6
Summons rime crystals, causing @1 damage to your target.
ID: 14442^6
Covers your face in the mask of the shadowcat for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 14443^6
Covers your face in the mask of the shadowcat for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 14444^6
Covers your face in the mask of the shadowcat for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 14445^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 14446^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 14447^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 14448^1
Phantasmic Precocity
ID: 14448^4
Raises the maximum that your intelligence can be increased to with items and spells by 5 points per rank.
ID: 14448^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 14449^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 14450^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 14451^6
Grants you a chance at a second life. If a second life is fulfilled, you will be invulnerable with little health for a short time. If you fall in battle, nearby group members will gain a chance at a second life.
ID: 14452^6
Grants you a chance at a second life. If a second life is fulfilled, you will be invulnerable with little health for a short time. If you fall in battle, nearby group members will gain a chance at a second life.
ID: 14453^6
Grants you a chance at a second life. If a second life is fulfilled, you will be invulnerable with little health for a short time. If you fall in battle, nearby group members will gain a chance at a second life.
ID: 14454^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 14455^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 14456^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 14457^6
Disrupts your target's magical aura, lowering magic, fire, cold, and disease resistances for up to %z.
ID: 14458^1
Phantasmic Allure
ID: 14458^4
Raises the maximum that your charisma can be increased to with items and spells by 5 points per rank.
ID: 14458^6
ID: 14459^6
Attacks your opponents armor, lowering their armor class for a short time.
ID: 14460^6
Causes your target's skin to sprout bladed fern fronds. This effect will cause #10 damage to any creatures that strike them. There is a chance that the spikes will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 14461^6
Causes your target's skin to sprout bladed fern fronds. This effect will cause #10 damage to any creatures that strike them. There is a chance that the spikes will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 14462^6
Causes your target's skin to sprout bladed fern fronds. This effect will cause #10 damage to any creatures that strike them. There is a chance that the spikes will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 14463^6
Causes your target's skin to sprout large spikes and hardened skin. This effect will cause heavy damage to any creatures that strike them.
ID: 14464^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 14465^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 14466^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 14467^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 14468^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 14469^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 14470^6
Heals #8 hit points every six seconds.
ID: 14471^6
Heals #8 hit points every six seconds.
ID: 14472^6
Heals #8 hit points every six seconds.
ID: 14473^6
Grants you a chance at a second life. If a second life is fulfilled, you will be invulnerable with little health for a short time.
ID: 14474^6
Grants you a chance at a second life. If a second life is fulfilled, you will be invulnerable with little health for a short time.
ID: 14475^6
Grants you a chance at a second life. If a second life is fulfilled, you will be invulnerable with little health for a short time.
ID: 14476^6
Sharpens your vision, giving you the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 14477^6
Sharpens your vision, giving you the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 14478^6
Sharpens your vision, giving you the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 14479^6
Ignites your target's skin, doing between #1 and @1 damage. This spell will only affect a target that is below 35 percent health. If your target is slain by this spell, you will gain a bonus to critical spell chance for a brief time.
ID: 14480^6
Ignites your target's skin, doing between #1 and @1 damage. This spell will only affect a target that is below 35 percent health. If your target is slain by this spell, you will gain a bonus to critical spell chance for a brief time.
ID: 14481^6
Ignites your target's skin, doing between #1 and @1 damage. This spell will only affect a target that is below 35 percent health. If your target is slain by this spell, you will gain a bonus to critical spell chance for a brief time.
ID: 14482^6
Increases spell critical chance by #2 percent. Increases spell critical damage by $2 percent.
ID: 14483^6
Increases spell critical chance by #2 percent. Increases spell critical damage by $2 percent.
ID: 14484^6
Increases spell critical chance by #2 percent. Increases spell critical damage by $2 percent.
ID: 14485^6
Channels the power of the dawn to strike your target for @1 damage. While channeling this power you will sometimes gain the blessing of the dawn, which will greatly increase your next direct damage spell. However, there is also a small chance that the energy will backfire and cause your next several direct damage spells to do less damage.
ID: 14486^6
Channels the power of the dawn to strike your target for @1 damage. While channeling this power you will sometimes gain the blessing of the dawn, which will greatly increase your next direct damage spell. However, there is also a small chance that the energy will backfire and cause your next several direct damage spells to do less damage.
ID: 14487^6
Channels the power of the dawn to strike your target for @1 damage. While channeling this power you will sometimes gain the blessing of the dawn, which will greatly increase your next direct damage spell. However, there is also a small chance that the energy will backfire and cause your next several direct damage spells to do less damage.
ID: 14488^6
ID: 14489^6
Channels the power of the dawn to strike your target for @1 damage. While channeling this power you will sometimes gain the blessing of the dawn, which will greatly increase your next direct damage spell. However, there is also a small chance that the e
ID: 14490^1
Gift of Phantasmal Exquisite Radiant Mana
ID: 14490^4
Whenever you cast a level 96 or higher spell that heals or harms someone, this ability grants you an innate chance for the next level 100 or lower spell you cast to only cost a single point of mana. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
ID: 14490^6
Channels the power of the dawn to strike your target for @1 damage. While channeling this power you will sometimes gain the blessing of the dawn, which will greatly increase your next direct damage spell. However, there is also a small chance that the e
ID: 14491^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 14492^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 14493^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 14494^6
Smashes your target's mental focus, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 14495^6
Smashes your target's mental focus, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 14496^6
Smashes your target's mental focus, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 14497^6
Covers you in runes that absorb damage.
ID: 14498^6
Covers you in runes that absorb damage.
ID: 14499^6
Covers you in runes that absorb damage.
ID: 14500^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 14501^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 14502^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 14503^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 14504^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 14505^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 14506^6
Covers your target in the runes of Erradien, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 14507^6
Covers your target in the runes of Erradien, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 14508^6
Covers your target in the runes of Erradien, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 14509^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 14510^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 14511^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 14512^6
Fills your target with the energy of Erradien, increasing their attack speed, agility, dexterity, and attack rating.
ID: 14513^6
Fills your target with the energy of Erradien, increasing their attack speed, agility, dexterity, and attack rating.
ID: 14514^6
Fills your target with the energy of Erradien, increasing their attack speed, agility, dexterity, and attack rating.
ID: 14515^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 14516^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 14517^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 14518^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 14519^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 14520^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 14521^6
Gives your target special intuition, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 14522^6
Gives your target special intuition, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 14523^6
Gives your target special intuition, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 14524^6
Places the aegis of Qandieal on your target. The aegis absorbs a set amount of magical damage before dissipating. Consumes a peridot when cast.
ID: 14525^6
Places the aegis of Qandieal on your target. The aegis absorbs a set amount of magical damage before dissipating. Consumes a peridot when cast.
ID: 14526^6
Places the aegis of Qandieal on your target. The aegis absorbs a set amount of magical damage before dissipating. Consumes a peridot when cast.
ID: 14527^6
Strikes your target with a chaotic burst of mental energy and colorful, searing light, causing between #1 and @1 damage.
ID: 14528^6
Strikes your target with a chaotic burst of mental energy and colorful, searing light, causing between #1 and @1 damage.
ID: 14529^6
Strikes your target with a chaotic burst of mental energy and colorful, searing light, causing between #1 and @1 damage.
ID: 14530^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a small chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 14531^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a small chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 14532^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a small chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 14533^6
ID: 14534^6
ID: 14535^6
ID: 14536^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 14537^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 14538^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 14539^6
Causes your target and several creatures near by to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 14540^6
Causes your target and several creatures near by to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 14541^6
Causes your target and several creatures near by to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 14542^6
Fills your body with warm power and turns your skin to stone. This skin absorbs damage.
ID: 14543^6
Fills your body with warm power and turns your skin to stone. This skin absorbs damage.
ID: 14544^6
Fills your body with warm power and turns your skin to stone. This skin absorbs damage.
ID: 14545^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 14546^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 14547^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 14548^6
Causes your opponent to become confused for up to %z. This spell works on creatures up to level @1.
ID: 14549^6
Causes your opponent to become confused for up to %z. This spell works on creatures up to level @1.
ID: 14550^6
Causes your opponent to become confused for up to %z. This spell works on creatures up to level @1.
ID: 14551^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 14552^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 14553^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 14554^6
Places the will of Qandieal on your group, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 14555^6
Places the will of Qandieal on your group, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 14556^6
Places the will of Qandieal on your group, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 14557^6
Infiltrates your target's mind with compelling whispers, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 14558^6
Infiltrates your target's mind with compelling whispers, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 14559^6
Infiltrates your target's mind with compelling whispers, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 14560^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 14561^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 14562^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 14563^6
Gives your group insight, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 14564^6
Gives your group insight, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 14565^6
Gives your group insight, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 14566^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 14567^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 14568^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 14569^6
ID: 14570^6
ID: 14571^6
ID: 14572^6
Places a multi-colored, shifting pattern of runes around you that absorbs an amount of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 14573^6
Places a multi-colored, shifting pattern of runes around you that absorbs an amount of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 14574^6
Places a multi-colored, shifting pattern of runes around you that absorbs an amount of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 14575^6
Absorbs #6 incoming melee damage.
ID: 14576^6
Absorbs #6 incoming melee damage.
ID: 14577^6
Absorbs #6 incoming melee damage.
ID: 14578^6
Destroys a portion of your target's mana, draining #1 to @1 points. This spell only works on dragons.
ID: 14579^6
Destroys a portion of your target's mana, draining #1 to @1 points. This spell only works on dragons.
ID: 14580^6
Destroys a portion of your target's mana, draining #1 to @1 points. This spell only works on dragons.
ID: 14581^6
Covers your group in protective runes. These runes will absorb #1 incoming damage before dissipating. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 14582^6
Covers your group in protective runes. These runes will absorb #1 incoming damage before dissipating. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 14583^6
Covers your group in protective runes. These runes will absorb #1 incoming damage before dissipating. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 14584^6
ID: 14585^6
ID: 14586^6
ID: 14587^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 14588^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 14589^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 14590^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 14591^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 14592^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 14593^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The phobiate steals up to #2 mana from your target and uses it to restore your own.
ID: 14594^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The phobiate steals up to #2 mana from your target and uses it to restore your own.
ID: 14595^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The phobiate steals up to #2 mana from your target and uses it to restore your own.
ID: 14596^6
ID: 14597^6
ID: 14598^6
ID: 14599^6
Places an aura of recursive mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana recursion strike. Mana recursion strikes have a 10 percent chance to strike the target repeatedly. Mana recursion strikes generate little to no anger.
ID: 14600^6
Places an aura of recursive mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana recursion strike. Mana recursion strikes have a 10 percent chance to strike the target repeatedly. Mana recursion strikes generate little to no anger.
ID: 14601^6
Places an aura of recursive mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana recursion strike. Mana recursion strikes have a 10 percent chance to strike the target repeatedly. Mana recursion strikes generate little to no anger.
ID: 14602^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 14603^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 14604^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 14605^6
Distracts your opponent with a bright flash, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist. Due to the concentration required, this spell can only be invoked after a rest interval.
ID: 14606^6
Distracts your opponent with a bright flash, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist. Due to the concentration required, this spell can only be invoked after a rest interval.
ID: 14607^6
Distracts your opponent with a bright flash, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist. Due to the concentration required, this spell can only be invoked after a rest interval.
ID: 14608^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 14609^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 14610^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 14611^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 14612^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 14613^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 14614^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 14615^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 14616^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 14617^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 14618^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 14619^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 14620^6
Pulses a mana recursion effect onto your companions, as long as they stay inside the area of the aura.
ID: 14621^6
Pulses a mana recursion effect onto your companions, as long as they stay inside the area of the aura.
ID: 14622^6
Pulses a mana recursion effect onto your companions, as long as they stay inside the area of the aura.
ID: 14623^6
ID: 14624^6
ID: 14625^6
ID: 14626^6
Increases your companions' rate of learning, effectively increasing their experience gain as long as they stay inside the area of the aura.
ID: 14627^6
Increases your companions' rate of learning, effectively increasing their experience gain as long as they stay inside the area of the aura.
ID: 14628^6
Increases your companions' rate of learning, effectively increasing their experience gain as long as they stay inside the area of the aura.
ID: 14629^6
ID: 14630^6
ID: 14631^6
ID: 14632^6
Cloaks your companions in a calming visage, diverting attention from any action they take as long as they stay inside the area of the aura.
ID: 14633^6
Cloaks your companions in a calming visage, diverting attention from any action they take as long as they stay inside the area of the aura.
ID: 14634^6
Cloaks your companions in a calming visage, diverting attention from any action they take as long as they stay inside the area of the aura.
ID: 14635^6
ID: 14636^6
ID: 14637^6
ID: 14638^6
Cloaks your companions in a haunting visage, drawing more attention to any action they take as long as they stay inside the areas of the aura.
ID: 14639^6
Cloaks your companions in a haunting visage, drawing more attention to any action they take as long as they stay inside the areas of the aura.
ID: 14640^6
Cloaks your companions in a haunting visage, drawing more attention to any action they take as long as they stay inside the areas of the aura.
ID: 14641^6
ID: 14642^6
ID: 14643^6
ID: 14644^6
Decreases the maximum hit points of any enemies within the area of the aura.
ID: 14645^6
Decreases the maximum hit points of any enemies within the area of the aura.
ID: 14646^6
Decreases the maximum hit points of any enemies within the area of the aura.
ID: 14647^6
ID: 14648^6
ID: 14649^6
ID: 14650^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 14651^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 14652^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 14653^6
ID: 14654^6
ID: 14655^6
ID: 14656^6
Cloaks you in a shimmering illusion that makes you appear to be a Goblin.
ID: 14657^6
Cloaks you in a shimmering illusion that makes you appear to be a Goblin.
ID: 14658^6
Cloaks you in a shimmering illusion that makes you appear to be a Goblin.
ID: 14659^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 14660^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 14661^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 14662^6
Covers your target in a thin layer of magma, damaging any creatures that strike them.
ID: 14663^6
Covers your target in a thin layer of magma, damaging any creatures that strike them.
ID: 14664^6
Covers your target in a thin layer of magma, damaging any creatures that strike them.
ID: 14665^6
Summons a sliver of elemental ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 14666^6
Summons a sliver of elemental ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 14667^6
Summons a sliver of elemental ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 14668^6
Surrounds your body in a shield of magical energy, increasing your hit points, armor class, and magic resistance.
ID: 14669^6
Surrounds your body in a shield of magical energy, increasing your hit points, armor class, and magic resistance.
ID: 14670^6
Surrounds your body in a shield of magical energy, increasing your hit points, armor class, and magic resistance.
ID: 14671^6
Summons the very essence of air into a living form to aid you in battle.
ID: 14672^6
Burns your target with a bolt of molten iron and magma, causing between #1 and @1 damage.
ID: 14673^6
Burns your target with a bolt of molten iron and magma, causing between #1 and @1 damage.
ID: 14674^6
Burns your target with a bolt of molten iron and magma, causing between #1 and @1 damage.
ID: 14675^6
Summons a Wand of Transvergence, an item that has the power to turn life energy into mana.
ID: 14676^6
Summons a Wand of Transvergence, an item that has the power to turn life energy into mana.
ID: 14677^6
Summons a Wand of Transvergence, an item that has the power to turn life energy into mana.
ID: 14678^6
Causes you to experience a transvergence, decreasing your hit points by #1 and raising your mana by #2.
ID: 14679^6
Summons forth the elements in the form of armor for summoned creatures.
ID: 14680^6
Summons forth the elements in the form of weapons for summoned creatures.
ID: 14681^6
Conjures melted iron and magma to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 14682^6
Conjures melted iron and magma to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 14683^6
Conjures melted iron and magma to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 14684^6
Summons the very essence of water into a living form to aid you in battle.
ID: 14685^6
Focuses mana into the form of Binding of Brazaz, an item that increases your pet's attack speed and offensive abilities.
ID: 14686^6
Covers you in a phantasmal shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 14687^6
Covers you in a phantasmal shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 14688^6
Covers you in a phantasmal shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 14689^6
Summons a full set of focus jewelry in a phantom satchel.
ID: 14690^1
Empowered Focus of Arcanum
ID: 14690^2
Empowered
ID: 14690^3
Focus of Arc
ID: 14690^4
This activated ability will allow you to focus on your mystical arts for a short time, granting you a greater chance that your detrimental spells will strike your target. Rank 2 increases the level cap of this ability to 105.
ID: 14690^6
Conjures a shock of shining silver steel that assaults your target, causing between #1 and @1 damage.
ID: 14691^6
Conjures a shock of shining silver steel that assaults your target, causing between #1 and @1 damage.
ID: 14692^6
Conjures a shock of shining silver steel that assaults your target, causing between #1 and @1 damage.
ID: 14693^6
Summons the very essence of fire into a living form to aid you in battle.
ID: 14694^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 14695^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 14696^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 14697^6
Allows your pet to adopt a granite stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 14698^6
Allows your pet to adopt a granite stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 14699^6
Allows your pet to adopt a granite stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 14700^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 14701^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 14702^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 14703^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 14704^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 14705^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 14706^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 14707^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 14708^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 14709^6
Gives your pet a protective aegis. This protection absorbs a specific number of melee strikes or direct damage spells before dissipating.
ID: 14710^6
Gives your pet a protective aegis. This protection absorbs a specific number of melee strikes or direct damage spells before dissipating.
ID: 14711^6
Gives your pet a protective aegis. This protection absorbs a specific number of melee strikes or direct damage spells before dissipating.
ID: 14712^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 14713^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 14714^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 14715^6
Covers your nearby group members in a thin layer of magma, damaging any creatures that strike them.
ID: 14716^6
Covers your nearby group members in a thin layer of magma, damaging any creatures that strike them.
ID: 14717^6
Covers your nearby group members in a thin layer of magma, damaging any creatures that strike them.
ID: 14718^6
Calls a flurry of thunder and lightning that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 14719^6
Calls a flurry of thunder and lightning that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 14720^6
Calls a flurry of thunder and lightning that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 14721^6
Summons the very essence of earth into a living form to aid you in battle.
ID: 14722^6
Strikes your target with a bolt of focused elemental fire, causing @1 damage. The force of this fire can sometimes be harnessed to greatly increase the damage of your next direct damage spell. However, the fire can sometimes backfire and cause your direct damage spells to do much less damage for a short time.
ID: 14723^6
Strikes your target with a bolt of focused elemental fire, causing @1 damage. The force of this fire can sometimes be harnessed to greatly increase the damage of your next direct damage spell. However, the fire can sometimes backfire and cause your direct damage spells to do much less damage for a short time.
ID: 14724^6
Strikes your target with a bolt of focused elemental fire, causing @1 damage. The force of this fire can sometimes be harnessed to greatly increase the damage of your next direct damage spell. However, the fire can sometimes backfire and cause your direct damage spells to do much less damage for a short time.
ID: 14725^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 14726^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 14727^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 14728^6
ID: 14729^6
ID: 14730^6
ID: 14731^6
Places a rod of elemental transvergence in the hands of all nearby allies.
ID: 14732^6
Places a rod of elemental transvergence in the hands of all nearby allies.
ID: 14733^6
Places a rod of elemental transvergence in the hands of all nearby allies.
ID: 14734^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. When they have been struck by melee ten times the flaming shield will inflict greater damage, and again after ten more melee strikes. After thirty total strikes the effect will fade.
ID: 14735^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. When they have been struck by melee ten times the flaming shield will inflict greater damage, and again after ten more melee strikes. After thirty total strikes the effect will fade.
ID: 14736^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. When they have been struck by melee ten times the flaming shield will inflict greater damage, and again after ten more melee strikes. After thirty total strikes the effect will fade.
ID: 14737^6
Conjures a pet in the form of a local monster to aid you in battle.
ID: 14738^6
Calls forth a beam of molten slag that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 14739^6
Calls forth a beam of molten slag that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 14740^6
Calls forth a beam of molten slag that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 14741^6
Cloaks your pet in an iceflame body. This enhancement will damage any creature that strikes your pet, and it also grants your pet a chance to damage enemies in melee with an iceflame strike. The iceflame strike will cloak your pet in a protective aura that absorbs two incoming attacks.
ID: 14742^6
Cloaks your pet in an iceflame body. This enhancement will damage any creature that strikes your pet, and it also grants your pet a chance to damage enemies in melee with an iceflame strike. The iceflame strike will cloak your pet in a protective aura that absorbs two incoming attacks.
ID: 14743^6
Cloaks your pet in an iceflame body. This enhancement will damage any creature that strikes your pet, and it also grants your pet a chance to damage enemies in melee with an iceflame strike. The iceflame strike will cloak your pet in a protective aura that absorbs two incoming attacks.
ID: 14744^6
ID: 14745^6
ID: 14746^6
ID: 14747^6
Summons a rancorous elemental servant that will relentlessly attack your target for @1 seconds.
ID: 14748^6
Summons a rancorous elemental servant that will relentlessly attack your target for @1 seconds.
ID: 14749^6
Summons a rancorous elemental servant that will relentlessly attack your target for @1 seconds.
ID: 14750^6
Calls a targeted ally to your side.
ID: 14751^6
Calls a targeted ally to your side.
ID: 14752^6
Calls a targeted ally to your side.
ID: 14753^6
Summons a Cauldron of Many Things, which contains all matter of wondrous items.
ID: 14754^6
Conjures a random item from your Cauldron of Many Things.
ID: 14755^6
ID: 14756^6
ID: 14757^6
A wave of saltwater engulfs your target, decreasing hit points by #1.
ID: 14758^6
ID: 14759^6
ID: 14760^6
ID: 14761^6
Combines the forces of elemental magic into a prime strike upon your target for #1 damage.
ID: 14762^6
ID: 14763^6
Applies an enhanced invisibility effect for %z.
ID: 14764^6
ID: 14765^6
Allows you to see creatures with enhanced invisibility for %z.
ID: 14766^6
ID: 14767^6
Causes you to experience a mechamagical transvergence, decreasing your hit points by #1 and raising your mana by #2.
ID: 14768^6
Focuses mana into the form of Muzzle of Mowcha, an item that increases your pet's attack speed and offensive abilities.
ID: 14769^6
Focuses mana into the form of Muzzle of Mowcha, an item that increases your pet's attack speed and offensive abilities.
ID: 14770^6
Focuses mana into the form of Muzzle of Mowcha, an item that increases your pet's attack speed and offensive abilities.
ID: 14771^6
Focuses mana into the form of Muzzle of Mowcha, an item that increases your pet's attack speed and offensive abilities.
ID: 14772^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 14773^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 14774^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 14775^6
A wrath of wind engulfs your target, decreasing hit points by #1.
ID: 14776^6
A wrath of fire engulfs your target, decreasing hit points by #1.
ID: 14777^6
A wrath of ice engulfs your target, decreasing hit points by #1.
ID: 14778^6
Cloaks your target in an aura of flames. The flames will frequently lash out at attacking creatures, causing moderate damage. The flames will fade after 48 strikes.
ID: 14779^6
Cloaks your target in an aura of flames. The flames will frequently lash out at attacking creatures, causing moderate damage. The flames will fade after 48 strikes.
ID: 14780^6
Cloaks your target in an aura of flames. The flames will frequently lash out at attacking creatures, causing moderate damage. The flames will fade after 48 strikes.
ID: 14781^6
Cloaks your target in an aura of flames. The flames will frequently lash out at an attacking creatures causing moderate damage.
ID: 14782^6
Cloaks your target in an aura of flames. The flames will frequently lash out at an attacking creatures causing moderate damage.
ID: 14783^6
Cloaks your target in an aura of flames. The flames will frequently lash out at an attacking creatures causing moderate damage.
ID: 14784^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 14785^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 14786^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 14787^6
ID: 14788^6
ID: 14789^6
ID: 14790^6
Allows your body to take on an impenetrable form, causing you to take greatly decreased melee damage and rendering you immune to stun effects. The impenetrable form also has a chance to completely absorb the first several strikes against you.
ID: 14791^6
Allows your body to take on an impenetrable form, causing you to take greatly decreased melee damage and rendering you immune to stun effects. The impenetrable form also has a chance to completely absorb the first several strikes against you.
ID: 14792^6
Allows your body to take on an impenetrable form, causing you to take greatly decreased melee damage and rendering you immune to stun effects. The impenetrable form also has a chance to completely absorb the first several strikes against you.
ID: 14793^6
ID: 14794^6
ID: 14795^6
ID: 14796^6
You use the wheel of fists technique to attack your opponent with three successive tiger claw punches.
ID: 14797^6
You use the wheel of fists technique to attack your opponent with three successive tiger claw punches.
ID: 14798^6
You use the wheel of fists technique to attack your opponent with three successive tiger claw punches.
ID: 14799^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 14800^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 14801^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 14802^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 14803^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 14804^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 14805^6
ID: 14806^6
ID: 14807^6
ID: 14808^6
Strengthens the skin on your hands, allowing you to perform especially damaging special attacks for %z.
ID: 14809^6
Strengthens the skin on your hands, allowing you to perform especially damaging special attacks for %z.
ID: 14810^6
Strengthens the skin on your hands, allowing you to perform especially damaging special attacks for %z.
ID: 14811^6
By way of deep meditation, your consciousness separates from your physical body to another plane of existence, allowing you to scout dangerous areas undetected.
ID: 14812^6
By way of deep meditation, your consciousness separates from your physical body to another plane of existence, allowing you to scout dangerous areas undetected.
ID: 14813^6
By way of deep meditation, your consciousness separates from your physical body to another plane of existence, allowing you to scout dangerous areas undetected.
ID: 14814^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 14815^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 14816^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 14817^6
ID: 14818^6
ID: 14819^6
ID: 14820^6
Increases the damage done by all of your melee attacks.
ID: 14821^6
Increases the damage done by all of your melee attacks.
ID: 14822^6
Increases the damage done by all of your melee attacks.
ID: 14823^6
Summons your target's corpse to you. This spell works on characters up to level #1. Consumes a pair of tiny jade inlaid coffins when cast.
ID: 14824^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 14825^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 14826^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 14827^6
ID: 14828^6
ID: 14829^6
ID: 14830^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 14831^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 14832^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 14833^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 14834^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 14835^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 14836^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 14837^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 14838^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 14839^6
ID: 14840^6
ID: 14841^6
ID: 14842^6
Drains a plant or animal target of life energy, siphoning between #2 and @2 hit points, with the chance to create a life shard.
ID: 14843^6
Drains a plant or animal target of life energy, siphoning between #2 and @2 hit points, with the chance to create a life shard.
ID: 14844^6
Drains a plant or animal target of life energy, siphoning between #2 and @2 hit points, with the chance to create a life shard.
ID: 14845^6
Heals you with lifeshard energy for up to #1 hit points.
ID: 14846^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 14847^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 14848^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 14849^6
ID: 14850^6
ID: 14851^6
ID: 14852^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 14853^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 14854^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 14855^6
Infuses a corpse with a spirit of torment that will do your bidding. Consumes bone chips when cast.
ID: 14856^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 14857^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 14858^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 14859^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 14860^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 14861^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 14862^6
ID: 14863^6
ID: 14864^6
ID: 14865^6
Sickens your target, lowering their resistance to poison and disease for %z, while also increasing the damage they will take from disease-based spells for %z.
ID: 14866^6
Sickens your target, lowering their resistance to poison and disease for %z, while also increasing the damage they will take from disease-based spells for %z.
ID: 14867^6
Sickens your target, lowering their resistance to poison and disease for %z, while also increasing the damage they will take from disease-based spells for %z.
ID: 14868^6
Summons an embracing darkness that binds your target's feet, decreasing their movement rate, and doing between #1 and @1 damage every six seconds for %z.
ID: 14869^6
Summons an embracing darkness that binds your target's feet, decreasing their movement rate, and doing between #1 and @1 damage every six seconds for %z.
ID: 14870^6
Summons an embracing darkness that binds your target's feet, decreasing their movement rate, and doing between #1 and @1 damage every six seconds for %z.
ID: 14871^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1. Requires but does not consume a lifeshard when cast.
ID: 14872^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1. Requires but does not consume a lifeshard when cast.
ID: 14873^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1. Requires but does not consume a lifeshard when cast.
ID: 14874^6
Protects your minion within a shimmering ghostly shell, which helps it to avoid melee attacks. After a certain number of attacks are made against your minion, the spectral guard will fade.
ID: 14875^6
Protects your minion within a shimmering ghostly shell, which helps it to avoid melee attacks. After a certain number of attacks are made against your minion, the spectral guard will fade.
ID: 14876^6
Protects your minion within a shimmering ghostly shell, which helps it to avoid melee attacks. After a certain number of attacks are made against your minion, the spectral guard will fade.
ID: 14877^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 14878^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 14879^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 14880^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to @1.
ID: 14881^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to @1.
ID: 14882^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to @1.
ID: 14883^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 14884^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 14885^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 14886^6
Immolates your target in a Pyre of the Lifeless causing #1 damage every six seconds for %z.
ID: 14887^6
Immolates your target in a Pyre of the Lifeless causing #1 damage every six seconds for %z.
ID: 14888^6
Immolates your target in a Pyre of the Lifeless causing #1 damage every six seconds for %z.
ID: 14889^6
ID: 14890^6
ID: 14891^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 14892^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 14893^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 14894^6
You see the world from the otherside, slowly draining your hit points while regenerating your mana.
ID: 14895^6
You see the world from the otherside, slowly draining your hit points while regenerating your mana.
ID: 14896^6
You see the world from the otherside, slowly draining your hit points while regenerating your mana.
ID: 14897^6
Inspires a spirit of pestilence to inhabit a corpse to do your bidding. Consumes bone chips when cast.
ID: 14898^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 14899^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 14900^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 14901^6
A burst of retribution that inflicts #1 damage to an undead target.
ID: 14902^6
A burst of retribution that inflicts #1 damage to an undead target.
ID: 14903^6
A burst of retribution that inflicts #1 damage to an undead target.
ID: 14904^6
Protects your pet with a shield that absorbs up to @1 damage from the next #1 melee strikes or direct damage spells before dissipating.
ID: 14905^6
Protects your pet with a shield that absorbs up to @1 damage from the next #1 melee strikes or direct damage spells before dissipating.
ID: 14906^6
Protects your pet with a shield that absorbs up to @1 damage from the next #1 melee strikes or direct damage spells before dissipating.
ID: 14907^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 14908^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 14909^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 14910^6
Consumes the life energy of your target, inflicting #1 damage and creating a physical orb. The energy stored in the orb can be used to heal your companions.
ID: 14911^6
Consumes the life energy of your target, inflicting #1 damage and creating a physical orb. The energy stored in the orb can be used to heal your companions.
ID: 14912^6
Consumes the life energy of your target, inflicting #1 damage and creating a physical orb. The energy stored in the orb can be used to heal your companions.
ID: 14913^6
Cloaks you in a shimmering illusion that makes you appear to be an Ice Goblin.
ID: 14914^6
Heals your target with shadow energy for up to #1 hit points.
ID: 14915^6
Places a frightening Bonestitch Fetish at your location. The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 14916^6
Places a frightening Bonestitch Fetish at your location. The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 14917^6
Places a frightening Bonestitch Fetish at your location. The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 14918^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 14919^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 14920^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 14921^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 14922^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 14923^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 14924^6
ID: 14925^6
ID: 14926^6
ID: 14927^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 14928^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 14929^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 14930^6
Causes your target's body to splurt for %z. The target will take progressively more damage over the duration of the spell.
ID: 14931^6
Causes your target's body to splurt for %z. The target will take progressively more damage over the duration of the spell.
ID: 14932^6
Causes your target's body to splurt for %z. The target will take progressively more damage over the duration of the spell.
ID: 14933^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 14934^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 14935^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 14936^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 14937^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 14938^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 14939^6
Channels a sacred power, healing your target for between #1 and @1 hit points.
ID: 14940^6
Channels a sacred power, healing your target for between #1 and @1 hit points.
ID: 14941^6
Channels a sacred power, healing your target for between #1 and @1 hit points.
ID: 14942^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 14943^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 14944^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 14945^6
Channels the power of sunlight, healing your target for between #1 and @1 hit points.
ID: 14946^6
Channels the power of sunlight, healing your target for between #1 and @1 hit points.
ID: 14947^6
Channels the power of sunlight, healing your target for between #1 and @1 hit points.
ID: 14948^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 14949^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 14950^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 14951^6
A brief prayer that cleanses corruption from yourself.
ID: 14952^6
A brief prayer that cleanses corruption from yourself.
ID: 14953^6
A brief prayer that cleanses corruption from yourself.
ID: 14954^6
Challenges your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 14955^6
Challenges your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 14956^6
Challenges your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 14957^6
ID: 14958^6
ID: 14959^6
ID: 14960^6
Bathes your target in the light of life, healing #1 hit points.
ID: 14961^6
Bathes your target in the light of life, healing #1 hit points.
ID: 14962^6
Bathes your target in the light of life, healing #1 hit points.
ID: 14963^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1.
ID: 14964^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1.
ID: 14965^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1.
ID: 14966^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 14967^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 14968^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 14969^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 14970^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 14971^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 14972^6
Fills your target's body with pious cleansing light, healing #1 hit points every six seconds for %z.
ID: 14973^6
Fills your target's body with pious cleansing light, healing #1 hit points every six seconds for %z.
ID: 14974^6
Fills your target's body with pious cleansing light, healing #1 hit points every six seconds for %z.
ID: 14975^6
Emanates a wave of Marr's blessing from the caster, healing @1 hit points for everyone in your group.
ID: 14976^6
Emanates a wave of Marr's blessing from the caster, healing @1 hit points for everyone in your group.
ID: 14977^6
Emanates a wave of Marr's blessing from the caster, healing @1 hit points for everyone in your group.
ID: 14978^6
Surrounds your group with the shield of the Underfoot, increasing their hit points for %z.
ID: 14979^6
Surrounds your group with the shield of the Underfoot, increasing their hit points for %z.
ID: 14980^6
Surrounds your group with the shield of the Underfoot, increasing their hit points for %z.
ID: 14981^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 14982^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 14983^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 14984^6
Strikes your target with the force of water, briefly stunning them. This effect works on creatures up to level @1.
ID: 14985^6
Strikes your target with the force of water, briefly stunning them. This effect works on creatures up to level @1.
ID: 14986^6
Strikes your target with the force of water, briefly stunning them. This effect works on creatures up to level @1.
ID: 14987^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 14988^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 14989^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 14990^6
Coaxes an undead creature to return to the grave, inflicting #1 damage. There is a chance to also lower their armor class and render them susceptible to melee attacks for a brief time.
ID: 14991^6
Coaxes an undead creature to return to the grave, inflicting #1 damage. There is a chance to also lower their armor class and render them susceptible to melee attacks for a brief time.
ID: 14992^6
Coaxes an undead creature to return to the grave, inflicting #1 damage. There is a chance to also lower their armor class and render them susceptible to melee attacks for a brief time.
ID: 14993^6
ID: 14994^6
ID: 14995^6
ID: 14996^6
Bathes you in a holy blessing, increasing your attack rating, strength, and armor class. When struck in melee there is a chance to receive a heal. This blessing will fade after you have been healed 32 times.
ID: 14997^6
Bathes you in a holy blessing, increasing your attack rating, strength, and armor class. When struck in melee there is a chance to receive a heal. This blessing will fade after you have been healed 32 times.
ID: 14998^6
Bathes you in a holy blessing, increasing your attack rating, strength, and armor class. When struck in melee there is a chance to receive a heal. This blessing will fade after you have been healed 32 times.
ID: 14999^6
ID: 15000^1
Sweeping Axe of Rallos
ID: 15000^2
Sweep Axe
ID: 15000^3
of Rallos
ID: 15000^4
Strikes all enemies within melee range in a 120 degree arc inflicting massive damage and knocking them backwards.
ID: 15000^6
ID: 15001^1
Phalanx Form
ID: 15001^2
Phalanx
ID: 15001^3
Form
ID: 15001^4
Reduces all incoming physical damage by 65 percent for up to 18 seconds.
ID: 15001^6
ID: 15002^1
Roar of the Warlord
ID: 15002^2
Roar of
ID: 15002^3
Warlord
ID: 15002^4
Stuns all enemies in a short range around you and has a small chance to trigger Courage of the Warlord.
ID: 15002^6
Places the mark of the saint on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 15003^1
Furious Rampage
ID: 15003^2
Furious
ID: 15003^3
Rampage
ID: 15003^4
Strikes all targets around you within melee range for moderate damage with a chance to trigger a localized Earthquake.
ID: 15003^6
Places the mark of the saint on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 15004^1
Enraging Bellow
ID: 15004^2
Enraging
ID: 15004^3
Bellow
ID: 15004^4
Challenges all enemies within a short radius to fight you.
ID: 15004^6
Places the mark of the saint on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 15005^1
Rapid Fire
ID: 15005^2
Rapid
ID: 15005^3
Fire
ID: 15005^4
Unleashes several arrows in ripple fire at blinding speed.
ID: 15005^6
Channels the power of sunlight, consuming up to #1 mana to heal your group.
ID: 15006^1
Poison-Barbed Bolas
ID: 15006^2
Poison
ID: 15006^3
Bolas
ID: 15006^4
Snares your enemy with a precisely thrown poison-barbed bolas.
ID: 15006^6
Channels the power of sunlight, consuming up to #1 mana to heal your group.
ID: 15007^1
Rain of Death
ID: 15007^2
Rain of
ID: 15007^3
Death
ID: 15007^4
Fires a volley of arrows at targeted area raining down incredible damage.
ID: 15007^6
Channels the power of sunlight, consuming up to #1 mana to heal your group.
ID: 15008^1
Inner Peace
ID: 15008^2
Inner
ID: 15008^3
Peace
ID: 15008^4
Drops you into a healing trance restoring a large amount of health.
ID: 15008^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 15009^1
Headshot
ID: 15009^2
Headshot
ID: 15009^4
Impales your target through the skull with incredible precision inflicting massive wounds.
ID: 15009^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 15010^1
Bladestorm
ID: 15010^2
Bladestorm
ID: 15010^4
Strikes all targets around you within melee range with a whirl of bladed weapons.
ID: 15010^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 15011^1
Flash of Steel
ID: 15011^2
Flash of
ID: 15011^3
Steel
ID: 15011^4
Creates an impenetrable barrier of steel, causing you to riposte all attacks for 12 seconds.
ID: 15011^6
ID: 15012^1
Hail of Caltrops
ID: 15012^2
Hail of
ID: 15012^3
Caltrops
ID: 15012^4
Showers a specific area with razor-sharp caltrops inflicting minor damage and snaring all affected targets.
ID: 15012^6
ID: 15013^1
Mirror Image
ID: 15013^2
Mirror
ID: 15013^3
Image
ID: 15013^4
Spawns multiple copies of yourself, delivering massive damage and leaving your enemies unsure whom to attack.
ID: 15013^6
ID: 15014^1
Tactical Strike
ID: 15014^2
Tactical
ID: 15014^3
Strike
ID: 15014^4
Strikes your targeted enemy with incredible precision, and there is a small chance you can critically strike inflicting massive damage.
ID: 15014^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 15015^1
Blazing Sunbeam
ID: 15015^2
Blazing
ID: 15015^3
Sunbeam
ID: 15015^4
Focuses the suns rays into a blazing beam of light, setting aflame anyone caught in it's path.
ID: 15015^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 15016^1
Meteor Shower
ID: 15016^2
Meteor
ID: 15016^3
Shower
ID: 15016^4
Calls down flaming meteors from the Plane of Fire.
ID: 15016^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 15017^1
Searing Spear
ID: 15017^2
Searing
ID: 15017^3
Spear
ID: 15017^4
Impales your enemy with a spear of pure flame.
ID: 15017^6
Surrounds your target in a shield of needles that cause damage to anything that strikes them for %z.
ID: 15018^1
Immolation
ID: 15018^2
Immolation
ID: 15018^4
This ability ignites the air in front of you creating a cone-shaped blazing maelstrom burning all within range.
ID: 15018^6
Surrounds your target in a shield of needles that cause damage to anything that strikes them for %z.
ID: 15019^1
Wave of Soothing Waters
ID: 15019^2
Soothing
ID: 15019^3
Waters
ID: 15019^4
Sprays the area in front of you with soothing waters of the depths healing all allies caught in the spray.
ID: 15019^6
Surrounds your target in a shield of needles that cause damage to anything that strikes them for %z.
ID: 15020^1
Cooling Mists
ID: 15020^2
Cooling
ID: 15020^3
Mists
ID: 15020^4
Cools the burning wounds of your ally with refreshing mists of the great ocean.
ID: 15020^6
Unleashes a pair of kicks to your target's head, sometimes causing partial memory loss.
ID: 15021^1
Fountain of Vitality
ID: 15021^2
Fountain
ID: 15021^3
Vitality
ID: 15021^4
Washes your ally clean of devastating wounds.
ID: 15021^6
Unleashes a pair of kicks to your target's head, sometimes causing partial memory loss.
ID: 15022^1
Cleansing Rain
ID: 15022^2
Cleansing
ID: 15022^3
Rain
ID: 15022^4
Summons the heavens to open washing away all impurities with cleansing waters.
ID: 15022^6
Unleashes a pair of kicks to your target's head, sometimes causing partial memory loss.
ID: 15023^1
Water of Life
ID: 15023^2
Water
ID: 15023^3
of Life
ID: 15023^4
Resurrects your fallen ally.
ID: 15023^6
Commands a swarm of hornets to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 15024^1
Hand of the Rider
ID: 15024^2
Hand of
ID: 15024^3
the Rider
ID: 15024^4
Channels righteous energy to your ailing ally granting them a divine heal.
ID: 15024^6
Commands a swarm of hornets to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 15025^1
Cleaving Blow
ID: 15025^2
Cleaving
ID: 15025^3
Blow
ID: 15025^4
Strikes all enemies in front of you within melee range for moderate damage and sending them flying.
ID: 15025^6
Commands a swarm of hornets to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 15026^1
Soulshatter
ID: 15026^2
Soul
ID: 15026^3
Shatter
ID: 15026^4
Crushes the soul of your targeted enemy inflicting massive damage from within.
ID: 15026^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 15027^1
Blessing of Light
ID: 15027^2
Blessing
ID: 15027^3
of Light
ID: 15027^4
Calls down divine light from above healing all allies within range.
ID: 15027^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 15028^1
Prismatic Colors
ID: 15028^2
Prism
ID: 15028^3
Colors
ID: 15028^4
Distracts your enemies for a short period of time. They will be dazed and unable to fight.
ID: 15028^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 15029^1
Fortitude of the Warlord
ID: 15029^4
Allows you to resist attacks which would stun a mere mortal.
ID: 15029^6
Blesses your target with the strength of the gladewalker, increasing their hit points and attack rating for %z.
ID: 15030^1
Pantheon's Omniscience
ID: 15030^4
Grants you complete understanding of the battle around you.
ID: 15030^6
Blesses your target with the strength of the gladewalker, increasing their hit points and attack rating for %z.
ID: 15031^1
Morell's Command
ID: 15031^2
Morell's
ID: 15031^3
Command
ID: 15031^4
Allows you to take over the mind of your enemy.
ID: 15031^6
Blesses your target with the strength of the gladewalker, increasing their hit points and attack rating for %z.
ID: 15032^6
Calls forth a frozen wind to encase your target in ice, doing @1 damage.
ID: 15033^1
Massive Fortitude
ID: 15033^4
Increases your ability to resist attacks that would stun normal mortals.
ID: 15033^6
Calls forth a frozen wind to encase your target in ice, doing @1 damage.
ID: 15034^1
Omniscience
ID: 15034^4
Gives you complete situational awareness of the battle.
ID: 15034^6
Calls forth a frozen wind to encase your target in ice, doing @1 damage.
ID: 15035^1
Blood Infusion
ID: 15035^2
Blood
ID: 15035^3
Infusion
ID: 15035^4
Causes all party members to share in the incoming damage by spreading your health evenly.
ID: 15035^6
Blankets your target in a drifting fog, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 15036^1
Decapitating Chop
ID: 15036^2
Decap
ID: 15036^3
Chop
ID: 15036^4
Strikes your target for massive damage.
ID: 15036^6
Blankets your target in a drifting fog, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 15037^1
Ur-Tsigrac's Fury
ID: 15037^2
Ur-Tsigrac's
ID: 15037^3
Fury
ID: 15037^4
Strikes all enemies around you for significant damage & causes them to run in terror, while snaring their movements greatly.
ID: 15037^6
Blankets your target in a drifting fog, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 15038^1
Bloodletting
ID: 15038^2
Blood-
ID: 15038^3
letting
ID: 15038^4
Strikes your enemy for moderate damage instantly, and then causes significant bleeding.
ID: 15038^6
Summons the spirit of the predator to impart your group with increased attack rating and double attack chance for up to %z.
ID: 15039^1
Hateful Dissonance
ID: 15039^2
Hateful
ID: 15039^3
Dissonance
ID: 15039^4
Cripples all enemies around you causing them to take increased damage while also causing moderate damage over time.,
ID: 15039^6
Summons the spirit of the predator to impart your group with increased attack rating and double attack chance for up to %z.
ID: 15040^1
Piercing Notes
ID: 15040^2
Piercing
ID: 15040^3
Notes
ID: 15040^4
Blasts your enemy with harsh music causing significant damage and leaving them unable to speak for a short time.
ID: 15040^6
Summons the spirit of the predator to impart your group with increased attack rating and double attack chance for up to %z.
ID: 15041^1
Shrill Voice
ID: 15041^2
Shrill
ID: 15041^3
Voice
ID: 15041^4
Blasts all enemies around you with a piercing screech inflicting moderate damage and stunning them for a short while.
ID: 15041^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 15042^1
Chilling Dirge
ID: 15042^2
Chilling
ID: 15042^3
Dirge
ID: 15042^4
Your haunting music causes your enemy to become distraction, slowing their attacks while inflicting moderate damage.
ID: 15042^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 15043^1
Burning Eyes of Hatred
ID: 15043^2
Burning Eyes
ID: 15043^3
of Hatred
ID: 15043^4
Beams of pure hate explode from your eyes inflicting massive damage upon anyone caught in their gaze
ID: 15043^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 15044^1
Bladefury
ID: 15044^2
Blade-
ID: 15044^3
fury
ID: 15044^4
Your weapons blur as you strike with incredible fury. There is a small chance to strike enemies standing nearby your target, and a smaller chance to strike a critical point, killing your enemy immediately.
ID: 15044^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 15045^1
Channeled Hatred
ID: 15045^2
Channeled
ID: 15045^3
Hatred
ID: 15045^4
Focuses your hate into a buff which returns health to you for your next 5 melee attacks.
ID: 15045^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 15046^1
Shadowstrike
ID: 15046^2
Shadow-
ID: 15046^3
strike
ID: 15046^4
Strikes your enemy for moderate damage. Should your enemy be at low health, there is a chance for Shadowstrike to outright kill your target.
ID: 15046^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 15047^1
DaBasher's Fury
ID: 15047^2
DaBasher's
ID: 15047^3
Fury
ID: 15047^4
Strikes your target for massive damage, throwing them backwards from the assault.
ID: 15047^6
Burns your target's skin with summer's dew, inflicting damage separately from searing heat and a chilling dew splash. Enemies find this spell particularly infuriating.
ID: 15048^1
Ykesha's Shield
ID: 15048^2
Ykesha's
ID: 15048^3
Shield
ID: 15048^4
Protects your allies with a shielding power absorbing the next 10 incoming attacks
ID: 15048^6
Burns your target's skin with summer's dew, inflicting damage separately from searing heat and a chilling dew splash. Enemies find this spell particularly infuriating.
ID: 15049^1
Rampage
ID: 15049^2
Rampage
ID: 15049^4
Strikes all enemies around you for moderate damage and filling their minds with incredible hatred of you
ID: 15049^6
Burns your target's skin with summer's dew, inflicting damage separately from searing heat and a chilling dew splash. Enemies find this spell particularly infuriating.
ID: 15050^1
Ykesha Smash
ID: 15050^2
Ykesha
ID: 15050^3
Smash
ID: 15050^4
Strikes your target so forcefully they become crippled and unable to defend themselves from incoming attacks. Has a chance to stun your enemy for up to 10 seconds.
ID: 15050^6
ID: 15051^1
Theft of Life
ID: 15051^2
Theft
ID: 15051^3
of Life
ID: 15051^4
Steals your enemy's life force, returning it to you and healing your wounds
ID: 15051^6
ID: 15052^1
Flowing Blood
ID: 15052^2
Flowing
ID: 15052^3
Blood
ID: 15052^4
Share your health with your target, healing their wounds
ID: 15052^6
ID: 15053^1
Eye of Sathir
ID: 15053^2
Eye of
ID: 15053^3
Sathir
ID: 15053^4
Stuns your enemy while opening a festering wound which damages them over time
ID: 15053^6
ID: 15054^1
Banishment
ID: 15054^2
Banish-
ID: 15054^3
ment
ID: 15054^4
Strikes any undead target for incredible damage.
ID: 15054^6
ID: 15055^1
Curse of Undeath
ID: 15055^2
Curse of
ID: 15055^3
Undeath
ID: 15055^4
Strikes your enemy for significant damage, and turns their flesh to undead form
ID: 15055^6
ID: 15056^1
Petrified Glance
ID: 15056^2
Petrified
ID: 15056^3
Glance
ID: 15056^4
Encases the enemy in stone for up to 60 seconds. Any damage inflicted upon the target will awaken them from the petrified state.
ID: 15056^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 15057^1
Claws of the Blood Reaper
ID: 15057^2
Claws of
ID: 15057^3
Blood
ID: 15057^4
Strikes your target for moderate damage. There is a chance your attack will open a horrible wound which will damage your enemy for some time.
ID: 15057^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 15058^1
Heartstrike
ID: 15058^2
Heart-
ID: 15058^3
strike
ID: 15058^4
Causes your enemy's heart to throb with pain. There is a small chance your attack will cause your enemy's heart to burst, killing it instantly.
ID: 15058^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 15059^1
Hastened Unholy Aura Discipline
ID: 15059^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 15060^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 15061^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 15062^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 15063^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 15064^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 15065^6
ID: 15066^6
ID: 15067^6
ID: 15068^6
Makes your eyes like those of an owl for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 15069^6
Makes your eyes like those of an owl for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 15070^6
Makes your eyes like those of an owl for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 15071^6
Dispels up to two beneficial enchantments affecting your target.
ID: 15072^6
Dispels up to two beneficial enchantments affecting your target.
ID: 15073^1
Banestrike
ID: 15073^2
Banestrike
ID: 15073^4
This ability when activated allows you to channel the spirits of your slain foes and strike out against beasts that you have mastered slaying.
ID: 15074^1
Hastened Banestrike
ID: 15074^4
This passive ability decreases the time required between uses of Banestrike by 5 seconds per rank.
ID: 15074^6
ID: 15075^1
Hastened Banestrike
ID: 15075^4
This passive ability decreases the time required between uses of Banestrike by 5 seconds per rank.
ID: 15075^6
Focuses your combat reflexes, allowing you to parry most melee attacks.
ID: 15076^1
Hastened Banestrike
ID: 15076^4
This passive ability decreases the time required between uses of Banestrike by 5 seconds per rank.
ID: 15076^6
Cloaks your target in sharpened scales, increasing their armor class, and causing damage to anything that strikes them for %z.
ID: 15077^6
Cloaks your target in sharpened scales, increasing their armor class, and causing damage to anything that strikes them for %z.
ID: 15078^6
Cloaks your target in sharpened scales, increasing their armor class, and causing damage to anything that strikes them for %z.
ID: 15079^6
Covers your face in the mask of the forest for %z, allowing you improved vision and the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 15080^6
Covers your face in the mask of the forest for %z, allowing you improved vision and the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 15081^6
Covers your face in the mask of the forest for %z, allowing you improved vision and the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 15082^6
Looses a magical arrow against an unsuspecting target, dealing #1 damage. Your target cannot be in combat. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 15083^6
Looses a magical arrow against an unsuspecting target, dealing #1 damage. Your target cannot be in combat. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 15084^6
Looses a magical arrow against an unsuspecting target, dealing #1 damage. Your target cannot be in combat. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 15085^6
Imparts your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 15086^6
Imparts your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 15087^6
Imparts your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 15087^7
The Seafarer's Ticketing System
ID: 15088^6
ID: 15089^6
ID: 15090^6
ID: 15091^6
Imbues your bow with energy, increasing archery accuracy and damage.
ID: 15092^6
Imbues your bow with energy, increasing archery accuracy and damage.
ID: 15093^6
Imbues your bow with energy, increasing archery accuracy and damage.
ID: 15094^6
Conjures a hail of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 15095^6
Conjures a hail of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 15096^1
Sneering Grin
ID: 15096^2
Sneering
ID: 15096^3
Grin
ID: 15096^4
This ability grants your taunt skill a chance to proc a significant increase in hate above and beyond the standard effects of the skill.
ID: 15096^6
Conjures a hail of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 15097^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 15098^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 15099^1
Warlord's Grasp
ID: 15099^2
Warlord's
ID: 15099^3
Grasp
ID: 15099^4
This ability, when activated, draws your enemy closer to you and instills within it an intense hatred of you for a short period of time.
ID: 15099^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 15100^1
Hastened Press the Attack
ID: 15100^4
This passive ability reduces the time required between uses of Press the Attack by 2 seconds per rank.
ID: 15100^6
Allows you to attempt to avoid the next magical attack that would affect you.
ID: 15101^6
Allows you to attempt to avoid the next magical attack that would affect you.
ID: 15102^6
Allows you to attempt to avoid the next magical attack that would affect you.
ID: 15103^6
You impart your knowledge of toxic substances to an ally, which increases the damage they can inflict with poison-based spells and effects.
ID: 15104^6
You impart your knowledge of toxic substances to an ally, which increases the damage they can inflict with poison-based spells and effects.
ID: 15105^1
Hastened Rage of Rallos Zek
ID: 15105^4
This passive ability reduces the time required between uses of Rage of Rallos Zek by 2 minutes per rank.
ID: 15105^6
You impart your knowledge of toxic substances to an ally, which increases the damage they can inflict with poison-based spells and effects.
ID: 15106^6
ID: 15107^6
ID: 15108^1
Hastened Unbroken Attention
ID: 15108^4
This passive ability reduces the time required between uses of Unbroken Attention by 1 minute per rank.
ID: 15108^6
ID: 15109^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 15110^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 15111^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 15112^6
Increases the damage done by all of your melee attacks.
ID: 15113^1
Extended Resplendant Glory
ID: 15113^4
This passive ability entends the duration of Resplendant Glory by 3 ticks per rank.
ID: 15113^6
Increases the damage done by all of your melee attacks.
ID: 15114^6
Increases the damage done by all of your melee attacks.
ID: 15115^6
Pinpoints the vulnerabilities of your target, increasing the damage they take from backstabs by #4 percent for %z.
ID: 15116^6
Pinpoints the vulnerabilities of your target, increasing the damage they take from backstabs by #4 percent for %z.
ID: 15117^6
Pinpoints the vulnerabilities of your target, increasing the damage they take from backstabs by #4 percent for %z.
ID: 15118^6
Strikes an unsuspecting opponent with a focused blow, stunning them. You must be out of combat. This will only work on targets up to level @1.
ID: 15119^1
Wars Sheol's Heroic Blade
ID: 15119^2
Wars Sheol's
ID: 15119^3
Heroic Blade
ID: 15119^4
This ability, when activated, strikes your enemy with a brutal attack, and leaves you in a frenzied state increasing your chance to hit for critical damage, as well as increases the damage done by critical attacks for up to 1 minute.
ID: 15119^6
Strikes an unsuspecting opponent with a focused blow, stunning them. You must be out of combat. This will only work on targets up to level @1.
ID: 15120^1
Hastened Vehement Rage
ID: 15120^4
This passive ability reduces the time required between uses of Vehement Rage by 1 minute per rank.
ID: 15120^6
Strikes an unsuspecting opponent with a focused blow, stunning them. You must be out of combat. This will only work on targets up to level @1.
ID: 15121^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. You must be out of combat.
ID: 15122^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. You must be out of combat.
ID: 15123^1
Hastened Barbed Tongue
ID: 15123^4
This passive ability reduces the time required between uses of Barbed Tongue by 2 minute per rank.
ID: 15123^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. You must be out of combat.
ID: 15124^6
Strikes an unsuspecting opponent with a piercing blow, causing #1 damage. You must be out of combat.
ID: 15125^6
Strikes an unsuspecting opponent with a piercing blow, causing #1 damage. You must be out of combat.
ID: 15126^1
Hastened Shield Topple
ID: 15126^4
This passive ability reduces the time required between uses of Shield Topple by 1 second per rank.
ID: 15126^6
Strikes an unsuspecting opponent with a piercing blow, causing #1 damage. You must be out of combat.
ID: 15127^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 15128^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 15129^1
Imperator's Command
ID: 15129^2
Imperator's
ID: 15129^3
Command
ID: 15129^4
This ability, when activated, bolsters your party with increased maximum HP, Armor, and mana regeneration.
ID: 15129^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 15130^1
Imperator's Charge
ID: 15130^2
Imperator's
ID: 15130^3
Charge
ID: 15130^4
This ability, when activated, causes your party to attack with increased fervor. Melee speed and spell casting time are accelerated.
ID: 15130^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 15131^1
Imperator's Precision
ID: 15131^2
Imperator's
ID: 15131^3
Precision
ID: 15131^4
This ability, when activated, points out a serious vulnerability in your enemy's defenses, allowing you to strike with greater effect. Note: This ability will not affect raid level targets.
ID: 15131^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 15132^1
Hastened Divine Call
ID: 15132^4
This passive ability reduces the amount of time between uses of Divine Call by 10 seconds per rank.
ID: 15132^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 15133^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. This technique will also increase the damage from a double backstab, should you execute one. You may only prepare for a sneak attack after being hidden for a few seconds.
ID: 15134^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. This technique will also increase the damage from a double backstab, should you execute one. You may only prepare for a sneak attack after being hidden for a few seconds.
ID: 15135^1
Extended Divine Call
ID: 15135^4
This passive ability extends the duration of Divine Call by 1 tick per rank.
ID: 15135^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. This technique will also increase the damage from a double backstab, should you execute one. You may only prepare for a sneak attack after being hidden for a few seconds.
ID: 15136^1
Heroic Leap
ID: 15136^2
Heroic
ID: 15136^3
Leap
ID: 15136^4
This ability, when activated, causes you to leap to your targeted enemy if in range.
ID: 15136^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 15137^1
Hastened Marr's Salvation
ID: 15137^4
This passive ability reduces the amount of time between uses of Marr's Salvation by 1 minute per rank.
ID: 15137^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 15138^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 15139^6
ID: 15140^6
ID: 15141^6
ID: 15142^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 15143^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 15144^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 15145^6
ID: 15146^1
Helix of the Undying
ID: 15146^2
Helix of
ID: 15146^3
the Undying
ID: 15146^4
This ability, when activated upon an undead enemy, causes the target to suffer greatly reduced combat ability from reduced strength, armor, dexterity, and agility, melee speed, and the ability to dual wield.
ID: 15146^6
ID: 15147^1
Group Armor of the Inquisitor
ID: 15147^2
Grp Armor
ID: 15147^3
The Inquis
ID: 15147^4
Armor of the Inquisitor grants the paladin's group an improvement to their armor class and increases the benefit they gain from healing spells that land on them. Additional ranks of the ability increase the effects and the duration of the ethereal armor.
ID: 15147^6
ID: 15148^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 15149^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 15150^1
Quickened Demand For Honor
ID: 15150^4
This passive ability, reduces the cast time of Trial For Honor line by 10 percent per rank.
ID: 15150^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 15151^6
ID: 15152^6
ID: 15153^1
Extended Sanctification
ID: 15153^4
This passive ability extends the duration of Sanctification by 1 tick per rank.
ID: 15153^6
ID: 15154^1
Extended Speed of the Savior
ID: 15154^4
This passive ability extends the duration of Speed of the Savior by 1 tick per rank.
ID: 15154^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 15155^1
Extended Preservation of Marr
ID: 15155^4
This passive ability extends the duration of Preservation of Marr by 1 tick per rank.
ID: 15155^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 15156^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 15157^6
ID: 15158^1
Extended Shield of Brilliance
ID: 15158^4
This passive ability extends the duration of Shield of Brilliance by 1 tick per rank.
ID: 15158^6
ID: 15159^1
Extended Blessing of the Faithful
ID: 15159^4
This passive ability extends the duration of Blessing of the Faithful by 1 tick per rank
ID: 15159^6
ID: 15160^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 15161^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 15162^1
Hastened Speed of the Savior
ID: 15162^4
This passive ability reduces the amount of time between uses of Speed of the Savior by 2 minutes per rank.
ID: 15162^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 15163^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 15164^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 15165^1
Hastened Marr's Salvation
ID: 15165^4
This passive ability reduces the amount of time between uses of Marr's Salvation by 30 seconds per rank.
ID: 15165^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 15166^6
ID: 15167^6
ID: 15168^1
Hastened Shield of Brilliance
ID: 15168^4
This passive ability reduces the amount of time between uses of Shield of Brilliance by 1 minute per rank.
ID: 15168^6
ID: 15169^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 15170^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 15171^1
Crusader's Covenant
ID: 15171^2
Crusader's
ID: 15171^3
Covenant
ID: 15171^4
This ability, when activated, places a protective ward upon your ally. Should this ally come under attack and fall below 50 percent health, your ward will bathe your enemy in righteous fury, causing it to attack you for a short period of time.
ID: 15171^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 15172^6
Animates an undead servant. Consumes bone chips when cast.
ID: 15173^6
Animates an undead servant. Consumes bone chips when cast.
ID: 15174^1
Hastened Hate's Attraction
ID: 15174^4
This passive ability reduces the time required between uses of Hate's Attraction by 10 seconds per rank
ID: 15174^6
Animates an undead servant. Consumes bone chips when cast.
ID: 15175^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 15176^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 15177^1
Purity of Death
ID: 15177^2
Purity
ID: 15177^3
of Death
ID: 15177^4
This ability, when activated, attempts to purge your body of detrimental disease or poison effects.
ID: 15177^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 15178^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 15179^1
Quickened Scourge Skin
ID: 15179^4
This passive ability reduces the cast time of Scourge Skin. Rank 1 reduces the cast time by 10 percent, rank 2 by 25 percent, and rank 3 by 50 percent.
ID: 15179^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 15180^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 15181^6
Hurls a spear of decay at your target, doing #1 damage.
ID: 15182^1
Hastened Visage of Death
ID: 15182^4
This passive ability reduces the reuse time of Visage of Death by 3 minutes per rank.
ID: 15182^6
Hurls a spear of decay at your target, doing #1 damage.
ID: 15183^6
Hurls a spear of decay at your target, doing #1 damage.
ID: 15184^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 15185^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 15186^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 15187^6
Covers your body in a protective cloak of corruption for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 15188^6
Covers your body in a protective cloak of corruption for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 15189^6
Covers your body in a protective cloak of corruption for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 15190^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 15191^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 15192^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 15193^1
Gift of the Quick Spear
ID: 15193^2
Gift of
ID: 15193^3
Quick Spear
ID: 15193^4
This ability, when activated, allows any direct damage spell to allow your next Spear line spell level 85 or greater to be twincast, while reducing the reuse timer for your spears to 8 seconds. NOTE: The Spear line will not cause this ability to proc.
ID: 15193^6
ID: 15194^1
Extended Provocation for Power
ID: 15194^4
This passive ability extends the duration of Provocation for Power line of abilities by 1 tick per rank. NOTE: This will NOT affect the recourse abilities.
ID: 15194^6
ID: 15195^6
ID: 15196^6
ID: 15197^6
ID: 15198^6
ID: 15199^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 15200^1
Elemental Ward
ID: 15200^2
Elemental
ID: 15200^3
Ward
ID: 15200^4
When activated, this ability will summon protective elements to surround the magician which will absorb damage and heal. Additional ranks increase the amount of damage the ward will absorb.
ID: 15200^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 15201^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 15202^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a Soulthirst Strike. The Soulthirst Strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 15203^1
Cloak of Shadows
ID: 15203^2
Cloak of
ID: 15203^3
Shadow
ID: 15203^4
The ability allows you a chance to fade from the enemy's sight.
ID: 15203^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a Soulthirst Strike. The Soulthirst Strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 15204^1
Hastened Elemental Union
ID: 15204^4
This passive ability reduces the time requires between uses of Elemental Union by 1 minute per rank.
ID: 15204^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a Soulthirst Strike. The Soulthirst Strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 15205^6
ID: 15206^6
ID: 15207^1
Hastened Virulent Talon
ID: 15207^4
This passive ability reduces the time requires between uses of Virulent Talon by 1 minute per rank.
ID: 15207^6
ID: 15208^6
ID: 15209^6
ID: 15210^1
Wind of Malosinete
ID: 15210^2
Wind of
ID: 15210^3
Malo
ID: 15210^4
This ability gives you an AOE version of your Malo line of spells that will affect up to 5 targets within a small radius. Additional ranks strengthen the debuff while increase the chance that it will land.
ID: 15210^6
ID: 15211^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 15212^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 15213^1
Mana Reserve
ID: 15213^2
Mana
ID: 15213^3
Reserve
ID: 15213^4
A reserve of mana that can be released when the Magician drops below 20 percent mana. Additional ranks increase the amount of mana released.
ID: 15213^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 15214^1
Second Wind Ward
ID: 15214^2
Second
ID: 15214^3
Wind
ID: 15214^4
When your pet is low on health, this spell will invigorate your pet, providing a small heal while absorbing some damage for a short period of time. Additional ranks increase the effects of the spell.
ID: 15214^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 15215^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 15216^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 15217^1
Steel Vengeance
ID: 15217^4
This passive ability gives you a chance to proc extra damage when using your direct damage line of magic Steel spells. Additional ranks improve the strength of the spell and the chance that it will proc. This effect will only trigger on spells 72 and above.
ID: 15217^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 15218^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 15219^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 15220^1
Extended Vapor Core
ID: 15220^4
This passive ability increases the duration of your Vapor Core spells by 1 tick per rank.
ID: 15220^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 15221^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 15222^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 15223^1
Extended Stone Core
ID: 15223^4
This passive ability increases the duration of your Stone Core spells by 1 tick per rank.
ID: 15223^6
Causes you to stop breathing and appear dead to most creatures. When your body crumples, there is a chance your enemies will forget about you completely.
ID: 15224^6
Causes you to stop breathing and appear dead to most creatures. When your body crumples, there is a chance your enemies will forget about you completely.
ID: 15225^6
Causes you to stop breathing and appear dead to most creatures. When your body crumples, there is a chance your enemies will forget about you completely.
ID: 15226^1
Extended Fire Core
ID: 15226^4
This passive ability increases the duration of your Fire Core spells by 1 tick per rank.
ID: 15226^6
ID: 15227^6
ID: 15228^6
ID: 15229^1
Extended Ice Core
ID: 15229^4
This passive ability increases the duration of your Ice Core spells by 1 tick per rank.
ID: 15229^6
Fills your target with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your target with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 15230^6
Fills your target with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your target with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 15231^6
Fills your target with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your target with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 15232^1
Flames of Power
ID: 15232^4
This passive ability increases the chance that your Fickle Magma spell will trigger Flames of Power. Additional ranks increase the chance the spell will proc.
ID: 15232^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 15233^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 15234^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 15235^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 15236^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 15237^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 15238^6
Fills your group with the power of the cougar, granting their melee attacks a chance to cause extra damage.
ID: 15239^6
Fills your group with the power of the cougar, granting their melee attacks a chance to cause extra damage.
ID: 15240^6
Fills your group with the power of the cougar, granting their melee attacks a chance to cause extra damage.
ID: 15241^6
ID: 15242^6
ID: 15243^6
ID: 15244^6
ID: 15245^6
ID: 15246^6
ID: 15247^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 15248^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 15249^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 15250^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 15251^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 15252^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 15253^1
Quickened Auspice of the Hunter
ID: 15253^4
This passive ability reduces the time required to cast Auspice of the Hunter. Each rank reduces the cast time by 10 percent.
ID: 15253^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 15254^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 15255^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 15256^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to blunt attacks.
ID: 15257^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to blunt attacks.
ID: 15258^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to blunt attacks.
ID: 15259^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 15260^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 15261^1
Hastened Outrider's Attack
ID: 15261^4
This passive ability reduces the time required between uses of Outrider's Attack by 2 minutes per rank.
ID: 15261^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 15262^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 15263^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 15264^1
Hastened Imbued Ferocity
ID: 15264^4
This passive ability reduces the time required between uses of Imbued Ferocity by 2 minutes per rank.
ID: 15264^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 15265^6
Fills your target with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 15266^6
Fills your target with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 15267^1
Hastened Outrider's Accuracy
ID: 15267^4
This passive ability reduces the time required between uses of Outrider's Accuracy by 1 minute per rank.
ID: 15267^6
Fills your target with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 15268^6
Fills your group with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your group with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 15269^6
Fills your group with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your group with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 15270^1
Hastened Forceful Rejuvenation
ID: 15270^4
This passive ability reduces the time required between uses of Forceful Rejuventation by 5 minutes per rank.
ID: 15270^6
Fills your group with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your group with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 15271^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 15272^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 15273^1
Hastened Cover Tracks
ID: 15273^4
This passive ability reduces the time required between uses of Cover Tracks by 3 minutes per rank.
ID: 15273^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 15274^6
Afflicts your target with a brownie bite, causing between #1 and @1 damage.
ID: 15275^6
Afflicts your target with a brownie bite, causing between #1 and @1 damage.
ID: 15276^6
Afflicts your target with a brownie bite, causing between #1 and @1 damage.
ID: 15277^6
Fills your group with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 15278^6
Fills your group with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 15279^6
Fills your group with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 15280^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 15281^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 15282^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 15283^1
Hastened Enraging Kicks
ID: 15283^4
This passive ability reduces the time required between uses of your Crescent and Heel kick lines by 1 second per rank.
ID: 15283^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 15284^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 15285^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 15286^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 15287^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 15288^1
Close Combat Mastery
ID: 15288^4
This passive ability adds a small amount of damage to all melee weapons. Each rank increases the amount of damage added.
ID: 15288^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 15289^6
Creates a Mystrae's Favor Trinket. This shamanistic trinket can be invoked to protect your group from harm by granting them resistance to poison, disease, and corruption. Due to the concentration required, the ancestral magic of the Mystrae's Favor Trinket can only be invoked after a rest interval.
ID: 15290^6
Creates a Mystrae's Favor Trinket. This shamanistic trinket can be invoked to protect your group from harm by granting them resistance to poison, disease, and corruption. Due to the concentration required, the ancestral magic of the Mystrae's Favor Trinket can only be invoked after a rest interval.
ID: 15291^6
Creates a Mystrae's Favor Trinket. This shamanistic trinket can be invoked to protect your group from harm by granting them resistance to poison, disease, and corruption. Due to the concentration required, the ancestral magic of the Mystrae's Favor Trinket can only be invoked after a rest interval.
ID: 15292^6
Grants your group resistance to poison, disease, and corruption for %z.
ID: 15293^6
Grants your group resistance to poison, disease, and corruption for %z.
ID: 15294^6
Grants your group resistance to poison, disease, and corruption for %z.
ID: 15295^1
Quickened Cover Tracks
ID: 15295^4
This passive ability reduces the casting time of Cover Tracks. Rank 1 gives a 10 percent reduction. Rank 2 gives a 25 percent reduction. Rank 3 gives a 50 percent reduction.
ID: 15295^6
Summons the power of Rolist, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 15296^6
Summons the power of Rolist, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 15297^6
Summons the power of Rolist, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 15298^6
ID: 15299^6
ID: 15300^6
ID: 15301^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 15302^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 15303^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 15304^1
Chameleon's Gift
ID: 15304^2
Chameleon's
ID: 15304^3
Gift
ID: 15304^4
This ability, when activated, places a buff on your target that grants them a single-use defensive proc ability. This proc ability causes the targeted ally to generate significantly less hate for a short period of time when the target's health drops below 50 percent.
ID: 15304^6
Focuses your group's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 15305^6
Focuses your group's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 15306^6
Focuses your group's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 15307^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 15308^1
Hastened Radiant Cure
ID: 15308^4
This passive ability reduces the time required between uses of Radiant Cure by 20 seconds per rank.
ID: 15308^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 15309^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 15310^6
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 15311^6
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 15312^6
Decreases your target's resistance to cold, fire, magic, and poison.
ID: 15313^6
Creates a Lasomb's Lattice. This shamanistic totem can be invoked to protect your group from corruption by bestowing a protection that will prevent the next corruption-based spell from affecting them. Due to the concentration required, the ancestral magic of the Lasomb's Lattice Trinket can only be invoked after a rest interval.
ID: 15314^6
Creates a Lasomb's Lattice. This shamanistic totem can be invoked to protect your group from corruption by bestowing a protection that will prevent the next corruption-based spell from affecting them. Due to the concentration required, the ancestral magic of the Lasomb's Lattice Trinket can only be invoked after a rest interval.
ID: 15315^6
Creates a Lasomb's Lattice. This shamanistic totem can be invoked to protect your group from corruption by bestowing a protection that will prevent the next corruption-based spell from affecting them. Due to the concentration required, the ancestral magic of the Lasomb's Lattice Trinket can only be invoked after a rest interval.
ID: 15316^6
Protects your group from corruption by bestowing a protection that will prevent the next corruption-based spell from affecting them.
ID: 15317^1
Hastened Mass Group Buff
ID: 15317^4
This passive ability decreases the amount of time required between uses of Mass Group Buff by 10 percent per rank.
ID: 15317^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. Due to the nature of this venom, the damage done will decay over time.
ID: 15318^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. Due to the nature of this venom, the damage done will decay over time.
ID: 15319^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. Due to the nature of this venom, the damage done will decay over time.
ID: 15320^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 15321^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 15322^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 15323^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 15324^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 15325^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 15326^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 15327^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 15328^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 15329^6
Provides a #1 percent chance to cast a healing spell.
ID: 15330^6
Provides a #1 percent chance to cast a healing spell.
ID: 15331^6
Provides a #1 percent chance to cast a healing spell.
ID: 15332^6
ID: 15333^6
Blocks the effects of damage shield on your target.
ID: 15334^6
Blocks the effects of damage shield on your target.
ID: 15335^6
Blocks the effects of damage shield on your target.
ID: 15336^6
Protects you with a spiritual guard that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 15337^6
Protects you with a spiritual guard that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 15338^1
Shield of Reverence
ID: 15338^2
Shield of
ID: 15338^3
Reverence
ID: 15338^4
This ability, when activated grants a chance to reflect incoming spells for up to 12 seconds. Each rank increases the chance to reflect the incoming spell.
ID: 15338^6
Protects you with a spiritual guard that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 15339^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 15340^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 15341^1
Extended Healing Frenzy
ID: 15341^4
This passive ability will extend the duration of Healing Frenzy by 1 tick per rank.
ID: 15341^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 15342^1
Extended Healing Frenzy
ID: 15342^4
This passive ability will extend the duration of Healing Frenzy by 1 tick per rank.
ID: 15342^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 15343^1
Call of the Herald
ID: 15343^2
Call of
ID: 15343^3
the Herald
ID: 15343^4
This ability allows you to call a fallen comrade's spirit back to their corpse. This does not restore any lost experience, but the player can still get an experience resurrection after being affected by this ability.
ID: 15343^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 15344^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 15345^6
Draconic symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 15346^6
Draconic symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 15347^6
Draconic symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 15348^6
ID: 15349^6
ID: 15350^6
ID: 15351^6
By tightening your muscles and adopting a defensive combat stance, you can reduce the harm done to you by physical attacks for a while.
ID: 15352^6
By tightening your muscles and adopting a defensive combat stance, you can reduce the harm done to you by physical attacks for a while.
ID: 15353^6
By tightening your muscles and adopting a defensive combat stance, you can reduce the harm done to you by physical attacks for a while.
ID: 15354^6
A precise blunt strike to the windpipe that increases the time required for your target to cast their spells.
ID: 15355^6
A precise blunt strike to the windpipe that increases the time required for your target to cast their spells.
ID: 15356^1
Covenant of Spirit
ID: 15356^4
This ability grants an innate chance to return to life from an attack which would otherwise kill you.
ID: 15356^6
A precise blunt strike to the windpipe that increases the time required for your target to cast their spells.
ID: 15357^1
Talisman of Celerity
ID: 15357^2
Talisman of
ID: 15357^3
Celerity
ID: 15357^4
This ability gives you an alternate version of your Talisman of Celerity.
ID: 15357^6
Executes a whorl blade blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 15358^1
Extended Spiritual Blessing
ID: 15358^4
This passive ability extends the duration of Spiritual Blessing by 1 tick per rank.
ID: 15358^6
Executes a whorl blade blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 15359^6
Executes a whorl blade blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 15360^6
You scowl at your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 15361^6
You scowl at your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 15362^1
Rejuvenation of Spirit
ID: 15362^2
Rejuvenation
ID: 15362^3
of Spirit
ID: 15362^4
This ability when activated calls a fallen ally back to their body while restoring a significant portion of experience lost upon death. NOTE: You must be in a resting state to use this ability.
ID: 15362^6
You scowl at your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 15363^6
ID: 15364^6
ID: 15365^6
ID: 15366^6
Attacks your foe with a savage onslaught, causing all of your critical hits to become powerful crippling blows.
ID: 15367^6
Attacks your foe with a savage onslaught, causing all of your critical hits to become powerful crippling blows.
ID: 15368^1
Prolonged Salve
ID: 15368^6
Attacks your foe with a savage onslaught, causing all of your critical hits to become powerful crippling blows.
ID: 15369^6
Prepares to reflect the next spell cast upon you back to its caster.
ID: 15370^6
Prepares to reflect the next spell cast upon you back to its caster.
ID: 15371^1
Hastened Turgur's Swarm
ID: 15371^4
This passive ability reduces the time required between uses of the Turgur's Swarm AA by 1 second per rank.
ID: 15371^6
Prepares to reflect the next spell cast upon you back to its caster.
ID: 15372^6
ID: 15373^6
ID: 15374^1
Shielding of Spirits
ID: 15374^4
This passive ability grants you a small chance to resist attacks which would otherwise stun you. Each rank increases the chance to avoid being stunned.
ID: 15374^6
ID: 15375^6
Executes a devastating attack to an off-balance opponent. This ability can only be used against targets that are below 20 percent health.
ID: 15376^6
Executes a devastating attack to an off-balance opponent. This ability can only be used against targets that are below 20 percent health.
ID: 15377^1
Crippling Spirit
ID: 15377^2
Crippling
ID: 15377^3
Spirit
ID: 15377^4
This ability, when activated, cripples the fighting spirit of your enemy, causing it to become less dangerous for a short time.
ID: 15377^6
Executes a devastating attack to an off-balance opponent. This ability can only be used against targets that are below 20 percent health.
ID: 15378^6
Executes a crushing blow to an opponent, reducing their melee damage by #1 percent for their next 5 attacks.
ID: 15379^6
Executes a crushing blow to an opponent, reducing their melee damage by #1 percent for their next 5 attacks.
ID: 15380^6
Executes a crushing blow to an opponent, reducing their melee damage by #1 percent for their next 5 attacks.
ID: 15381^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 15382^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 15383^1
Hastened Lunar Healing
ID: 15383^4
This passive ability reduces the time required between uses of your lunar-based heals by 1 second per rank.
ID: 15383^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 15384^6
Covers your target in deadly rime, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 15385^6
Covers your target in deadly rime, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 15386^6
Covers your target in deadly rime, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 15387^6
Surrounds you with a sparkling magical shield, increasing your hit points, armor class, and magic resistance.
ID: 15388^6
Surrounds you with a sparkling magical shield, increasing your hit points, armor class, and magic resistance.
ID: 15389^1
Quickened Blessing of Ro
ID: 15389^4
This passive ability reduces the casting time of Blessing of Ro by .25 seconds per ranks.
ID: 15389^6
Surrounds you with a sparkling magical shield, increasing your hit points, armor class, and magic resistance.
ID: 15390^6
Huge drops of boiling lava fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 15391^6
Huge drops of boiling lava fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 15392^6
Huge drops of boiling lava fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 15393^6
Shocks the mind of your target, causing them to forget some of the harm you have done to them. This spell has a high chance to bestow a Concussive effect to your spellcasting that will greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 15394^6
Shocks the mind of your target, causing them to forget some of the harm you have done to them. This spell has a high chance to bestow a Concussive effect to your spellcasting that will greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 15395^6
Shocks the mind of your target, causing them to forget some of the harm you have done to them. This spell has a high chance to bestow a Concussive effect to your spellcasting that will greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 15396^6
Has a #1 percent chance to cast Concussive Flames, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 15397^6
Has a #1 percent chance to cast Concussive Flames, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 15398^6
Has a #1 percent chance to cast Concussive Flames, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 15399^6
Reduces the hatred generated by your next three fire-based spells. This effect will be reduced on spells over level #2.
ID: 15400^6
Reduces the hatred generated by your next three ice-based spells. This effect will be reduced on spells over level #2.
ID: 15401^6
Reduces the hatred generated by your next three magic-based spells. This effect will be reduced on spells over level #2.
ID: 15402^6
Summons the blazing power of Vsorug to surround you in flames, causing between #1 and @1 damage to all nearby creatures.
ID: 15403^1
Hastened Wall of Wind
ID: 15403^4
This passive ability reduces the time required between uses of Wall of Wind by 10 seconds per rank.
ID: 15403^6
Summons the blazing power of Vsorug to surround you in flames, causing between #1 and @1 damage to all nearby creatures.
ID: 15404^6
Summons the blazing power of Vsorug to surround you in flames, causing between #1 and @1 damage to all nearby creatures.
ID: 15405^6
You focus in pure concentration to absorb some of the energy from your surroundings.
ID: 15406^1
Quickened Focused Paragon of Spirit
ID: 15406^4
This passive ability reduces the cast time of Focused Paragon of Spirit by 10 percent per rank.
ID: 15406^6
You focus in pure concentration to absorb some of the energy from your surroundings.
ID: 15407^6
You focus in pure concentration to absorb some of the energy from your surroundings.
ID: 15408^6
ID: 15409^6
ID: 15410^6
ID: 15411^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 15412^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 15413^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 15414^1
Extended Bloodlust
ID: 15414^4
This passive ability extends the duration of Bloodlust by 1 tick per rank.
ID: 15414^6
ID: 15415^1
Quickened Feralgia
ID: 15415^4
This passive ability reduces the cast time of your Feralgia abilities by 10 percent per rank.
ID: 15415^6
ID: 15416^6
A telekinetic force propels you forward.
ID: 15417^6
A telekinetic force propels you forward.
ID: 15418^6
A telekinetic force propels you forward.
ID: 15419^6
Blistering lava consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 15420^6
Blistering lava consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 15421^6
Blistering lava consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 15422^6
Envelops you in a scales of crystal that absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 15423^1
Consumption of Spirit
ID: 15423^2
Consume
ID: 15423^3
Spirit
ID: 15423^4
This ability will give the caster the ability to consume their own health in trade for replenishing their mana.
ID: 15423^6
Envelops you in a scales of crystal that absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 15424^1
Frenzied Swipes
ID: 15424^2
Frenzied
ID: 15424^3
Swipes
ID: 15424^4
This ability reduces the reuse timer on Feral Swipe to 3 seconds for a short period of time.
ID: 15424^6
Envelops you in a scales of crystal that absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 15425^1
Sha's Reprisal
ID: 15425^2
Sha's
ID: 15425^3
Reprisal
ID: 15425^4
This ability slows the combat speed of your targeted enemy for a short time.
ID: 15425^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 15426^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 15427^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 15428^6
Engulfs your target's body in an arcing ball of thunderous energy, causing #1 damage.
ID: 15429^1
Way of the Katori
ID: 15429^4
By following the teachings of Tenshin Katori, this passive ability allows the focused monk to increase damage inflicted by 2-handed blunt weapons. Each rank increases the damage slightly.
ID: 15429^6
Engulfs your target's body in an arcing ball of thunderous energy, causing #1 damage.
ID: 15430^6
Engulfs your target's body in an arcing ball of thunderous energy, causing #1 damage.
ID: 15431^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage.
ID: 15432^1
Harmony of Battle
ID: 15432^4
Your inner focus and peaceful meditation has granted you increased accuracy when forced to engage in combat. Each rank increases your accuracy slightly.
ID: 15432^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage.
ID: 15433^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage.
ID: 15434^6
Your target is frozen solid instantly, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 15435^6
Your target is frozen solid instantly, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 15436^6
Your target is frozen solid instantly, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 15437^6
ID: 15438^1
Hastened Ironfist
ID: 15438^4
This passive ability reduces the time required between uses of your Ironfist discipline by 3 minutes per rank.
ID: 15438^6
ID: 15439^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 15440^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 15441^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 15442^6
An eruption of lava bursts around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 15443^6
An eruption of lava bursts around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 15444^1
Thunderfoot
ID: 15444^4
This passive ability grants you a small chance to score a massive second flying kick after you use flying kick upon an opponent. Additional ranks increase the power and proc chance of this strike.
ID: 15444^6
An eruption of lava bursts around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 15445^6
Summons an avalanche of glacial boulders, causing #1 damage to your target.
ID: 15446^6
Summons an avalanche of glacial boulders, causing #1 damage to your target.
ID: 15447^1
Two-Finger Wasp Touch
ID: 15447^2
Two Finger
ID: 15447^3
Wasp Touch
ID: 15447^4
This ability strikes your enemy in a vulnerable spot crippling their defense against your Tiger Claw attacks for a short period of time. Each rank allows your Tiger Claw attacks to hit for greater damage.
ID: 15447^6
Summons an avalanche of glacial boulders, causing #1 damage to your target.
ID: 15448^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 15449^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 15450^1
Hastened Synergy
ID: 15450^4
This passive ability reduces the time required between uses of your Synergy abilities by 3 seconds per rank.
ID: 15450^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 15451^6
Your target is consumed by flashfires, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 15452^6
Your target is consumed by flashfires, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 15453^1
Hastened Crane Stance
ID: 15453^4
This passive ability reduces the time required between uses of your Crane Stance by 60 seconds per rank.
ID: 15453^6
Your target is consumed by flashfires, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 15454^6
ID: 15455^6
ID: 15456^1
Hastened Eye Gouge
ID: 15456^4
This passive ability reduces the time required between uses of your Eye Gouge ability by 5 seconds per rank.
ID: 15456^6
Encases your target with frost, doing #1 damage.
ID: 15457^6
Encases your target with frost, doing #1 damage.
ID: 15458^6
Encases your target with frost, doing #1 damage.
ID: 15459^6
Smashes your target with force energy, stunning them briefly and causing #1 damage.
ID: 15460^6
Smashes your target with force energy, stunning them briefly and causing #1 damage.
ID: 15461^6
Smashes your target with force energy, stunning them briefly and causing #1 damage.
ID: 15462^6
Gives your target Caella's defense, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 15463^6
Gives your target Caella's defense, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 15464^6
Gives your target Caella's defense, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 15465^6
A storm of icicles rain down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 15466^6
A storm of icicles rain down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 15467^6
A storm of icicles rain down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 15468^6
Engulfs your target in Inizen's fire, causing #1 damage.
ID: 15469^6
Engulfs your target in Inizen's fire, causing #1 damage.
ID: 15470^6
Engulfs your target in Inizen's fire, causing #1 damage.
ID: 15471^6
Calls forth squirming etherroots that weave around your body and protect you from harm. Those that strike you have a chance of becoming snared by the tendrils, which reduces their movement speed. The etherroots can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 15472^6
Calls forth squirming etherroots that weave around your body and protect you from harm. Those that strike you have a chance of becoming snared by the tendrils, which reduces their movement speed. The etherroots can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 15473^6
Calls forth squirming etherroots that weave around your body and protect you from harm. Those that strike you have a chance of becoming snared by the tendrils, which reduces their movement speed. The etherroots can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 15474^6
ID: 15475^1
Rune of Banishment
ID: 15475^2
Rune of
ID: 15475^3
Banish
ID: 15475^4
While this rune is active anything that attacks the enchanter will have a chance to be forced away and rooted. Additional ranks increase the chance that the effect will proc while also increasing the amount of damage the rune absorbs.
ID: 15475^6
ID: 15476^6
ID: 15477^6
Weaves mana into a bolt of burning energy, inflicting @1 damage. There is a chance that the pattern of this weave can be harnessed to increase the effect of your next direct damage spell. There is also a chance that the pattern will become unstable and reduce the effect of your direct damage spells for a brief time.
ID: 15478^1
Hastened Glyph Spray
ID: 15478^4
This passive ability will reduce the time between uses of your Glyph Spray ability by two minutes per rank.
ID: 15478^6
Weaves mana into a bolt of burning energy, inflicting @1 damage. There is a chance that the pattern of this weave can be harnessed to increase the effect of your next direct damage spell. There is also a chance that the pattern will become unstable and reduce the effect of your direct damage spells for a brief time.
ID: 15479^6
Weaves mana into a bolt of burning energy, inflicting @1 damage. There is a chance that the pattern of this weave can be harnessed to increase the effect of your next direct damage spell. There is also a chance that the pattern will become unstable and reduce the effect of your direct damage spells for a brief time.
ID: 15480^6
ID: 15481^1
Illusions of Grandeur
ID: 15481^2
Illus. of
ID: 15481^3
Grand
ID: 15481^4
When activated, this ability increases your group's chance to land critical hits with direct damage and DoT spells, while also increasing the damage they do.
ID: 15481^6
ID: 15482^1
Illusory Ally
ID: 15482^2
Illusory
ID: 15482^3
Ally
ID: 15482^4
Allows the Enchanter to summon a mirror of themselves that will generate a large amount of hate for a short period of time. Additional ranks will increase the stats of the summoned ally.
ID: 15482^6
ID: 15483^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 15484^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 15485^1
Gracious Gift of Mana
ID: 15485^4
When casting a level 96 or higher hostile spell, this passive ability provides a chance to clear your group's mind, making their next spell cost zero mana.
ID: 15485^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 15486^1
Chromatic Haze
ID: 15486^2
Chrom
ID: 15486^3
Haze
ID: 15486^4
When activated, this ability will cloak your group in chromatic magic, allowing their next instant detrimental spell to crit for greater damage. Additional ranks increase the critical damage.
ID: 15486^6
Calls forth a beam of pure steamfire that extends in front of the caster, inflicting #1 damage to all enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 15487^6
Calls forth a beam of pure steamfire that extends in front of the caster, inflicting #1 damage to all enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 15488^6
Calls forth a beam of pure steamfire that extends in front of the caster, inflicting #1 damage to all enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 15489^1
Blanket of Forgetfulness
ID: 15489^2
Blanket
ID: 15489^3
Forget
ID: 15489^4
This ability grants you an additional version of your Blanket of Forgetfulness spell.
ID: 15489^6
ID: 15490^1
Ethereal Manipulation
ID: 15490^2
Ethereal
ID: 15490^3
Manip.
ID: 15490^4
This ability increases a target's vulnerability to Wizard's Ethereal direct damage spells with a casting level of 90 or greater. Additional ranks increase that vulnerability.
ID: 15490^6
ID: 15491^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic flame or a claw of ice, but there is also a chance your target will be struck by pure wildmagic. Pure wildmagic is especially damaging and difficult to resist.
ID: 15492^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic flame or a claw of ice, but there is also a chance your target will be struck by pure wildmagic. Pure wildmagic is especially damaging and difficult to resist.
ID: 15493^1
Quick Mezz
ID: 15493^4
This passive ability decreases the cast time of your mesmerize spells by 10 percent per rank.
ID: 15493^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic flame or a claw of ice, but there is also a chance your target will be struck by pure wildmagic. Pure wildmagic is especially damaging and difficult to resist.
ID: 15494^6
ID: 15495^6
ID: 15496^1
Reactive Rune
ID: 15496^2
Reactive
ID: 15496^3
Rune
ID: 15496^4
Places protective runes around the Enchanter's group which will trigger a damage absorption rune when the target takes a significant amount of spell or melee damage.
ID: 15496^6
ID: 15497^6
Uses the magic of teleportation to instantaneously transport you forward.
ID: 15498^6
Uses the magic of teleportation to instantaneously transport you forward.
ID: 15499^6
Uses the magic of teleportation to instantaneously transport you forward.
ID: 15500^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 15501^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 15502^1
Hastened Counterattack Discipline
ID: 15502^4
Each rank of this ability shortens the reuse time of your Counterattack Discipline ability by 4 minutes.
ID: 15502^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 15503^6
ID: 15504^6
ID: 15505^6
Conjures a magical eye that allows you to see creatures with enhanced invisibility.
ID: 15506^1
Hastened Purge Poison
ID: 15506^4
This passive ability reduces the reuse timer on your Purge Poison ability by 10 percent per rank.
ID: 15506^6
Conjures a magical eye that allows you to see creatures with enhanced invisibility.
ID: 15507^6
Conjures a magical eye that allows you to see creatures with enhanced invisibility.
ID: 15508^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 15509^1
Hastened Onslaught
ID: 15509^4
Each rank of this passive ability reduces the reuse time on the Onslaught line of abilities by 10 percent.
ID: 15509^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 15510^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 15511^6
Cloaks your group in a mystic veil, rendering them invisible to many creatures for %z.
ID: 15512^1
Mrylokar's Rigor
ID: 15512^4
This passive ability adds a weapon proc on backstab which increases all weapon damage for a short time. Each rank increases the chance to proc and the damage added.
ID: 15512^6
Cloaks your group in a mystic veil, rendering them invisible to many creatures for %z.
ID: 15513^6
Cloaks your group in a mystic veil, rendering them invisible to many creatures for %z.
ID: 15515^1
Absorbing Agent
ID: 15515^2
Absorbing
ID: 15515^3
Agent
ID: 15515^4
This ability sprays your target with an absorbing agent, increasing incoming damage slightly for a short period of time. Rank 2 increases the minimum damage inflicted.
ID: 15516^1
Improved Requiem of Time
ID: 15516^4
This passive ability increases the chances that Requiem of Time will land on your enemy.
ID: 15517^1
Quickened Requiem of Time
ID: 15517^4
This passive ability reduces the cast time of Requiem of Time by .5 seconds per rank.
ID: 15521^1
Silent Displacement
ID: 15521^2
Silent
ID: 15521^3
Displacement
ID: 15521^4
This ability when activated causes your target to be thrust away from you from a barrage of sound waves without inflicting any damage.
ID: 15540^1
Troubadour's Slashing Mastery
ID: 15540^4
This passive ability increases your damage with slashing weapons. Each rank slightly increases the amount of damage from slashing weapons.
ID: 15540^6
Sinks your target's feet into the ground, causing damage, increasing hatred, and preventing movement for up to %z.
ID: 15543^1
Troubadour's Blunt Mastery
ID: 15543^4
This passive ability increases your damage with blunt weapons. Each rank slightly increases the amount of damage from blunt weapons.
ID: 15546^1
Troubadour's Piercing Mastery
ID: 15546^4
This passive ability increases your damage with piercing weapons. Each rank slightly increases the amount of damage from piercing weapons.
ID: 15549^1
Hastened Lure of the Siren's Song
ID: 15549^4
This passive ability reduces the reuse time of Lure of the Siren's Song by 15 seconds per rank.
ID: 15555^1
Frenzied Axe of Rallos
ID: 15555^4
This ability gives you a small chance to launch an additional throwing attack when using your Axe of Rallos attacks. Additional ranks increase the likelihood of launching the attack.
ID: 15564^1
Juggernaut's Mastery of Throwing
ID: 15564^4
This passive ability adds a small amount of damage to each throwing attack. Each additional rank increases this damage slightly.
ID: 15567^1
Furious Rampage
ID: 15567^2
Furious
ID: 15567^3
Rampage
ID: 15567^4
This ability, when activated, causes all your melee attacks to strike enemies around you for a short period of time. Each rank increases the duration for this effect.
ID: 15569^1
Battle Stomp
ID: 15569^2
Battle
ID: 15569^3
Stomp
ID: 15569^4
Battle Stomp enables you to enter the battle with increased combat prowess for a short period of time. Additional ranks increase the damage your kill attacks inflict, and extend the duration of the power increase.
ID: 15570^1
Communion of Blood
ID: 15570^2
Communion
ID: 15570^3
of Blood
ID: 15570^4
This ability, when activated, replenishes some of your endurance at the cost of health. Be warned, this ability can kill you if not used carefully.
ID: 15571^1
Hastened Dying Grasp
ID: 15571^4
This passive ability decreases the amount of time required between uses of Dying Grasp by 3 minutes per rank.
ID: 15574^1
Rest the Dead
ID: 15574^2
Rest the
ID: 15574^3
Dead
ID: 15574^4
Numbs the awareness of the undead, making them less likely to attack. Rank 1 works on enemies up to level 80. Each rank thereafter increases the effective level by 5.
ID: 15575^6
Increases the duration of Talisman of the Tiger by 1 tick.
ID: 15576^6
Increases the duration of Talisman of the Tiger by 2 ticks.
ID: 15577^6
Increases the duration of Talisman of the Tiger by 2 ticks.
ID: 15578^6
Increases the duration of Talisman of the Tiger by 3 ticks.
ID: 15579^1
Extended Encroaching Darkness
ID: 15579^4
This passive ability extends the duration of Encroaching Darkness by 2 ticks per rank.
ID: 15579^6
Distracts your group with calming visions which mitigate an amount of incoming damage. When the visions fade, you receive a healing blessing.
ID: 15580^6
A healing blessing brought about by the flickering visions. Damage from Talisman of the Tiger is also increased.
ID: 15581^6
Distracts your group with calming visions which mitigate an amount of incoming damage. When the visions fade, you receive a healing blessing.
ID: 15582^1
Hand of Death
ID: 15582^2
Hand of
ID: 15582^3
Death
ID: 15582^4
This ability places a ward upon yourself which triggers Death's Grip should your health drop below 80 percent. Each rank increases the minimum damage bonus applied to your damage over time spells.
ID: 15582^6
A healing blessing brought about by the flickering visions. Damage from Talisman of the Tiger is also increased.
ID: 15583^6
Distracts your group with calming visions which mitigate an amount of incoming damage. When the visions fade, you receive a healing blessing.
ID: 15584^6
A healing blessing brought about by the flickering visions. Damage from Talisman of the Tiger is also increased.
ID: 15585^6
Distracts your group with calming visions which mitigate an amount of incoming damage. When the visions fade, you receive a healing blessing.
ID: 15586^6
A healing blessing brought about by the flickering visions. Damage from Talisman of the Tiger is also increased.
ID: 15587^6
You find yourself able to more easily provoke enemies upon each successful attack.
ID: 15589^6
You find yourself able to more easily provoke enemies upon each successful attack.
ID: 15591^1
Quickened Levant
ID: 15591^4
This passive ability reduces the cast time of Levant by .5 seconds per rank. Note, this will only affect the AA version of Levant.
ID: 15591^6
You find yourself able to more easily provoke enemies upon each successful attack.
ID: 15593^6
You find yourself able to more easily provoke enemies upon each successful attack.
ID: 15594^1
Cascade of Decay
ID: 15594^2
Cascade
ID: 15594^3
of Decay
ID: 15594^4
This ability, when activated, grants you a chance to have your damage over time spells hit for additional damage for a short period of time. Each level increases both the chance and amount of damage.
ID: 15595^6
Increases the damage done by Ethereal Inferno by #1 to $1 percent.
ID: 15596^6
Increases the damage done by Ethereal Inferno by #1 to $1 percent.
ID: 15597^1
Ritual of Becoming
ID: 15597^2
Ritual of
ID: 15597^3
Becoming
ID: 15597^4
This ability allows you to target an ally, and grant them the powers of the Arch Lich, albeit only for a short period of time.
ID: 15597^6
Increases the damage done by Ethereal Inferno by #1 to $1 percent.
ID: 15598^1
Hastened Fury of the Gods
ID: 15598^4
This passive ability reduces the reuse time of your Fury abilities by 3 minutes per rank.
ID: 15598^6
Increases the damage done by Ethereal Inferno by #1 to $1 percent.
ID: 15599^6
Morell is now all but invincible.
ID: 15600^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15601^1
Lower Element
ID: 15601^2
Lower
ID: 15601^3
Element
ID: 15601^4
This AA grants you an alternate version of the Lower Element II spell.
ID: 15601^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15602^1
Destructive Adept
ID: 15602^4
This passive ability increases the damage of your direct damage spells. Each rank increases the damage slightly.
ID: 15602^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15603^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15604^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15605^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15606^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15607^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15608^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15609^1
Arcane Fusion
ID: 15609^4
This passive ability will sometimes allow your direct damage spells to create an unplanned burst of arcane energy striking your target for incredible damage. Note: Spells below level 88 or with a casting time shorter than 3 seconds cannot generate enough energy to trigger the fusion reaction.
ID: 15609^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15610^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15611^1
Arcane Destruction
ID: 15611^2
Arcane
ID: 15611^3
Destruction
ID: 15611^4
This ability, when activated, allows a limited number of your direct damage spells a greater chance to strike for critical effect, while arcane runes protect you from incoming spell and melee damage for a short while.
ID: 15611^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15612^1
Force of Flame
ID: 15612^2
Force of
ID: 15612^3
Flame
ID: 15612^4
This ability grants you a direct damage capability using the power of flame as a weapon. Additional ranks increase the power of your strike.
ID: 15612^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15613^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15614^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15615^1
Force of Ice
ID: 15615^2
Force of
ID: 15615^3
Ice
ID: 15615^4
This ability grants you a direct damage capability using the power of ice as a weapon. Additional ranks increase the power of your strike.
ID: 15615^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15616^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15617^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15618^1
Terminal Fury
ID: 15618^2
Terminal
ID: 15618^3
Fury
ID: 15618^4
This ability, when activated, sends the Berserker in an uncontrolled fury, allowing them to inflict ever increasing damage at a cost of ever increase health loss until ultimately they die, triggering a massive dying blow.
ID: 15618^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15619^1
Marr's Gift
ID: 15619^2
Marr's
ID: 15619^3
Gift
ID: 15619^4
This ability channels a burst of health and mana to yourself without drawing attention.
ID: 15619^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15620^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15621^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15622^1
Quick Damage
ID: 15622^4
This ability reduces the casting time on your direct damage spells. Each rank reduces the cast time slightly. Damage Over Time spells will not be affected.
ID: 15622^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15623^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15624^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15625^1
Assassin's Wrath
ID: 15625^4
This passive ability increases the critical damage from your backstab attacks. Each rank increases the critical damage slightly.
ID: 15625^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15626^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15627^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15628^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15629^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15630^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15631^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15632^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15633^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15634^1
Hastened Swiftblade
ID: 15634^4
Each rank of this ability shortens the reuse time of your Swiftblade abilities by 5 percent.
ID: 15634^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15635^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15636^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15637^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15638^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15639^1
Improved Explosion of Spite
ID: 15639^2
Imp Explosion
ID: 15639^3
of Spite
ID: 15639^4
This ability will instantly fill creatures closely around you with hatred towards you.
ID: 15639^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15640^1
Improved Explosion of Hatred
ID: 15640^2
Imp Explosion
ID: 15640^3
of Hatred
ID: 15640^4
This ability will instantly fill creatures around your targeted enemy with hatred towards you.
ID: 15640^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15641^1
Bloodreaver's Bond
ID: 15641^2
Bloodreaver's
ID: 15641^3
Bond
ID: 15641^4
This ability, when activated, places a protective ward upon your ally. Should this ally come under attack and fall below 50 percent health, your ward will instill intense hatred for you within the attacking enemy, causing it to attack you for a short period of time.
ID: 15641^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15642^1
Soul Touch
ID: 15642^2
Soul
ID: 15642^3
Touch
ID: 15642^4
Grants the Shadow Knight a powerful destructive ability that inflicts terrible pain and damage on their target while returning some endurance.
ID: 15642^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15643^1
Soul Flay
ID: 15643^2
Soul
ID: 15643^3
Flay
ID: 15643^4
This ability, when activated, allows your lifetap spells greater than level 91 to strip mana from your enemy and give it to other members of your group. Each rank increases the chance to proc and amount of mana returned.
ID: 15643^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15644^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15645^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15646^1
Ragged Bite of Agony
ID: 15646^2
Ragged Bite
ID: 15646^3
of Agony
ID: 15646^4
This ability when activated strikes at your enemy with unholy magic and returns to you a portion of their magical essence. New ranks increase the damage and mana returned.
ID: 15646^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15647^1
Imperator's Guard
ID: 15647^2
Imperator's
ID: 15647^3
Guard
ID: 15647^4
This ability, when activated, places a protective ward upon your ally. Should this ally come under attack and fall below 75 percent health, your ward will instill intense hatred for you within the attacking enemy, causing it to attack you for a short period of time.
ID: 15647^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15648^1
Everburn
ID: 15648^4
This passive ability enhances your Frenzy based attacks, increasing their damage. Each rank increases the damage slightly.
ID: 15648^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15649^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15650^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15651^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15652^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15653^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15654^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15655^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15656^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15657^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15658^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15659^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15660^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15661^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15662^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15663^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15664^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15665^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15666^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15667^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15668^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15669^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15670^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15671^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15672^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15673^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15674^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15675^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15676^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15677^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15678^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15679^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15680^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15681^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15682^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15683^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15684^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15685^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15686^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15687^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15688^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15689^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15690^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15691^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15692^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15693^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15694^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15695^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15696^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15697^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15698^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15699^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15700^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15701^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15702^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15703^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15704^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15705^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15706^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15707^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15708^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15709^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15710^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15711^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15712^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15713^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15714^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15715^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15716^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15717^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15718^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15719^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15720^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15721^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15722^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15723^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15724^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15725^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15726^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15727^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15728^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15729^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15730^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15731^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15732^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15733^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15734^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15735^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15736^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15737^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15738^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15739^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15740^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15741^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15742^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15743^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15744^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15745^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15746^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15747^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15748^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15749^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15750^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15751^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15752^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 15753^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15754^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15755^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15756^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15757^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15758^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15759^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15760^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15761^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15762^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15763^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15764^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15765^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15766^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15767^6
Reduces the chance that spell reagents will be consumed by up to $1 percent. This bonus will decay on spells over level #2.
ID: 15768^1
Glorious Reflection
ID: 15768^4
This passive ability increases the power of your spells which heal through your enemy to a fellow ally. Each rank slightly increases the healing power.
ID: 15768^6
Increases the damage of magic-based spells by #1. This bonus will decay on spells over level #2.
ID: 15769^6
Increases the damage of magic-based spells by #1. This bonus will decay on spells over level #2.
ID: 15770^6
Increases the damage of magic-based spells by #1. This bonus will decay on spells over level #2.
ID: 15771^1
Identify
ID: 15771^2
Identify
ID: 15771^4
Gives you an alternate version of the Identify spell.
ID: 15771^6
Increases the damage of magic-based spells by #1. This bonus will decay on spells over level #2.
ID: 15772^6
Increases the damage of magic-based spells by #1. This bonus will decay on spells over level #2.
ID: 15773^6
Increases the damage of fire-based spells by #1. This bonus will decay on spells over level #2.
ID: 15774^6
Increases the damage of fire-based spells by #1. This bonus will decay on spells over level #2.
ID: 15775^6
Increases the damage of fire-based spells by #1. This bonus will decay on spells over level #2.
ID: 15776^6
Increases the damage of fire-based spells by #1. This bonus will decay on spells over level #2.
ID: 15777^6
Increases the damage of fire-based spells by #1. This bonus will decay on spells over level #2.
ID: 15778^6
Increases the damage of cold-based spells by #1. This bonus will decay on spells over level #2.
ID: 15779^6
Increases the damage of cold-based spells by #1. This bonus will decay on spells over level #2.
ID: 15780^6
Increases the damage of cold-based spells by #1. This bonus will decay on spells over level #2.
ID: 15781^6
Increases the damage of cold-based spells by #1. This bonus will decay on spells over level #2.
ID: 15782^6
Increases the damage of cold-based spells by #1. This bonus will decay on spells over level #2.
ID: 15783^6
Increases the damage of poison-based spells by #1. This bonus will decay on spells over level #2.
ID: 15784^6
Increases the damage of poison-based spells by #1. This bonus will decay on spells over level #2.
ID: 15785^6
Increases the damage of poison-based spells by #1. This bonus will decay on spells over level #2.
ID: 15786^6
Increases the damage of poison-based spells by #1. This bonus will decay on spells over level #2.
ID: 15787^6
Increases the damage of poison-based spells by #1. This bonus will decay on spells over level #2.
ID: 15788^6
Increases the damage of disease-based spells by #1. This bonus will decay on spells over level #2.
ID: 15789^6
Increases the damage of disease-based spells by #1. This bonus will decay on spells over level #2.
ID: 15790^6
Increases the damage of disease-based spells by #1. This bonus will decay on spells over level #2.
ID: 15791^6
Increases the damage of disease-based spells by #1. This bonus will decay on spells over level #2.
ID: 15792^6
Increases the damage of disease-based spells by #1. This bonus will decay on spells over level #2.
ID: 15793^6
Increases the damage of chromatic-based spells by #1. This bonus will decay on spells over level #2.
ID: 15794^6
Increases the damage of chromatic-based spells by #1. This bonus will decay on spells over level #2.
ID: 15795^6
Increases the damage of chromatic-based spells by #1. This bonus will decay on spells over level #2.
ID: 15796^6
Increases the damage of chromatic-based spells by #1. This bonus will decay on spells over level #2.
ID: 15797^6
Increases the damage of chromatic-based spells by #1. This bonus will decay on spells over level #2.
ID: 15798^1
Ferocious Kick
ID: 15798^2
Ferocious
ID: 15798^3
Kick
ID: 15798^4
This ability strikes your enemy with a vicious kick, and has a chance to proc Fury of the Forest, increasing your other melee attacks by a small amount. Each rank increases the damage inflicted, and the chance to proc.
ID: 15798^6
Increases the damage of corruption-based spells by #1. This bonus will decay on spells over level #2.
ID: 15799^6
Increases the damage of corruption-based spells by #1. This bonus will decay on spells over level #2.
ID: 15800^6
Increases the damage of corruption-based spells by #1. This bonus will decay on spells over level #2.
ID: 15801^6
Increases the damage of corruption-based spells by #1. This bonus will decay on spells over level #2.
ID: 15802^6
Increases the damage of corruption-based spells by #1. This bonus will decay on spells over level #2.
ID: 15803^6
Increases the damage of magic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15804^6
Increases the damage of magic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15805^6
Increases the damage of magic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15806^6
Increases the damage of magic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15807^6
Increases the damage of magic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15808^6
Increases the damage of fire-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15809^6
Increases the damage of fire-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15810^6
Increases the damage of fire-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15811^6
Increases the damage of fire-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15812^6
Increases the damage of fire-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15813^6
Increases the damage of cold-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15814^6
Increases the damage of cold-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15815^6
Increases the damage of cold-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15816^6
Increases the damage of cold-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15817^6
Increases the damage of cold-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15818^6
Increases the damage of poison-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15819^1
Bulwark of the Brownies
ID: 15819^2
Bulwark of
ID: 15819^3
the Brownies
ID: 15819^4
This ability places a magical shield around you for a short period of time. Should your health drop below 50%, this magical shield will block all incoming melee attacks for 2 ticks, with a chance to proc Jolt. NOTE: This is a guardian spirit buff. Only one of these buffs may be upon you at any time.
ID: 15819^6
Increases the damage of poison-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15820^6
Increases the damage of poison-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15821^6
Increases the damage of poison-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15822^6
Increases the damage of poison-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15823^6
Increases the damage of disease-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15824^6
Increases the damage of disease-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15825^6
Increases the damage of disease-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15826^6
Increases the damage of disease-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15827^6
Increases the damage of disease-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15828^6
Increases the damage of chromatic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15829^6
Increases the damage of chromatic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15830^6
Increases the damage of chromatic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15831^6
Increases the damage of chromatic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15832^6
Increases the damage of chromatic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15833^1
Hastened Shield of Reverence
ID: 15833^4
This passive ability reduces the time required between uses of your Shield of Reverence ability by 60 seconds per rank.
ID: 15833^6
Increases the damage of corruption-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15834^6
Increases the damage of corruption-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15835^6
Increases the damage of corruption-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15836^1
Hastened Divine Guardian
ID: 15836^4
This passive ability reduces the time required between uses of your Divine Guardian ability by 60 seconds per rank.
ID: 15836^6
Increases the damage of corruption-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15837^6
Increases the damage of corruption-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 15838^6
Increases your dodge rating by #1.
ID: 15839^6
Increases your parry and block rating by #1.
ID: 15840^6
Fills your muscles with fury, increasing the chance of scoring a critical hit with a melee weapon.
ID: 15841^6
Fills your arms with speed, increasing your chance of performing a double or triple attack.
ID: 15842^6
Focuses your hand-eye coordination, increasing your ranged attack accuracy.
ID: 15843^6
Focuses your hand-eye coordination, increasing your thrown attack accuracy.
ID: 15844^6
Increases the damage you do with one-handed blunt weapons by #1.
ID: 15845^6
Increases the damage you do with one-handed blunt weapons by #1.
ID: 15846^6
Increases the damage you do with one-handed blunt weapons by #1.
ID: 15847^6
Increases the damage you do with one-handed slash weapons by #1.
ID: 15848^6
Increases the damage you do with one-handed slashing weapons by #1.
ID: 15849^6
Increases the damage you do with one-handed slashing weapons by #1.
ID: 15850^6
Increases the damage you do with one-handed slashing weapons by #1.
ID: 15851^6
Increases the damage you do with two-handed blunt weapons by #1.
ID: 15852^6
Increases the damage you do with two-handed blunt weapons by #1.
ID: 15853^6
Increases the damage you do with two-handed slashing weapons by #1.
ID: 15854^6
Increases the damage you do with two-handed slashing weapons by #1.
ID: 15855^6
Increases the damage you do with two-handed slashing weapons by #1.
ID: 15856^6
Increases the damage you do with archery by #1.
ID: 15857^6
Increases the damage you do with archery by #1.
ID: 15858^6
Increases the damage you do with archery by #1.
ID: 15859^6
Increases the damage you do with hand-to-hand weapons by #1.
ID: 15860^1
Shrink
ID: 15860^2
Shrink
ID: 15860^4
This ability gives you an alternate version of your shrink spell.
ID: 15860^6
Increases the damage you do with hand-to-hand weapons by #1.
ID: 15861^6
Increases the damage you do with hand-to-hand weapons by #1.
ID: 15862^6
Increases the damage you do with piercing weapons by #1.
ID: 15863^6
Increases the damage you do with piercing weapons by #1.
ID: 15864^6
Increases the damage you do with piercing weapons by #1.
ID: 15865^6
Increases the damage you do with thrown weapons by #1.
ID: 15866^6
Increases the damage you do with thrown weapons by #1.
ID: 15867^6
Increases the damage you do with thrown weapons by #1.
ID: 15868^6
Makes the skin turn as hard as stone, increasing your armor class for %z.
ID: 15869^6
Provides a protective barrier for your body, increasing all of your resists by #3 for %z.
ID: 15870^6
Forces a new endurance through the body, increasing your hit points by #5 for %z.
ID: 15871^6
Makes the body rejuvenate, increasing your hit-point regeneration by #12 for %z.
ID: 15872^6
Wraps your body in an eternal ward, increasing your resistances and your armor class for %z.
ID: 15873^6
You are engulfed in an ancient power, increasing your attack speed by #1 and hit-point regeneration for %z.
ID: 15874^6
Vengeful spirits protect you, harming any creatures that strikes you for up to %z.
ID: 15875^6
Savage spirits guard you, increasing your attack by #5 for %z.
ID: 15876^6
Increases your mana regeneration by #8 and your hit point regeneration by #10.
ID: 15877^6
Causes your thoughts to expand as you experience chaotic enlightenment, increasing your mana regeneration by #8 and hit-point regeneration by #10 for %z.
ID: 15878^6
Causes your thoughts to expand as you meditate, increasing your mana pool by #4 for %z.
ID: 15879^6
Consumes your mental energy to protect your body.
ID: 15880^6
Surrounds your body in the protection of earth, absorbing #1 percent of incoming spell damage. The guard is powered by your own mental and physical energy and drains @9 mana and @10 endurance every six seconds. The guard will fail once @1 damage has been absorbed.
ID: 15881^6
Bestows upon your pet the form of a female zombie This effect lasts for %z.
ID: 15882^6
Bestows upon your pet the form of an Iksar skeleton. This effect lasts for %z.
ID: 15883^6
Cloaks you in a shimmering illusion that makes you appear to be a Tree Fairy.
ID: 15884^6
Cloaks you in a shimmering illusion that makes you appear to be a Bloodmoon Orc.
ID: 15885^6
Cloaks you in a shimmering illusion that makes you appear to be a Bloodmoon Orc.
ID: 15886^6
Opens an arcane portal that teleports your target to Loping Plains.
ID: 15887^6
Opens an arcane portal that teleports your entire group to Loping Plains.
ID: 15888^6
Opens an arcane portal that teleports you to Loping Plains.
ID: 15889^6
Opens a mystical portal that teleports your target to Dragonscale Hills.
ID: 15890^6
Opens a mystical portal that teleports your entire group to Dragonscale Hills.
ID: 15891^6
Opens a mystical portal that teleports you to Dragonscale Hills.
ID: 15892^6
Opens a mystical portal that teleports you to Ak'Anon.
ID: 15893^6
You are surrounded by crocus blossoms, increasing your resistance to poison effects by #5.
ID: 15894^6
The warmth of the sun increases your healing spells by #1.
ID: 15895^6
You cannot see the sun. This makes you angry, increasing your melee damage by #1.
ID: 15896^6
Summons a fast sessiloid mount.
ID: 15897^6
PH
ID: 15898^6
Summons a fast armored sessiloid mount.
ID: 15899^6
Summons a very fast armored sessiloid mount. Additionally offers a mount blessing which increases your maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 120.
ID: 15900^6
Allows the caster to see in the dark.
ID: 15901^6
Uses the resonance of faycite to generate a powerful harmonic barrier around the caster.
ID: 15902^6
Uses the resonance of faycite to generate a powerful harmonic barrier around the caster.
ID: 15903^6
Uses the resonance of faycite to generate a powerful harmonic barrier around the caster.
ID: 15904^1
Tertiary Recall
ID: 15904^2
Tertiary
ID: 15904^3
Recall
ID: 15904^4
Use of this ability allows you to quickly gate yourself back to a tertiary bind point that has been previously set by use of a Guidestone.
ID: 15904^6
Uses the resonance of faycite to generate a powerful harmonic barrier around the caster.
ID: 15905^6
Uses the resonance of faycite to generate a powerful harmonic barrier around the caster.
ID: 15906^6
Uses the resonance of faycite to generate a powerful harmonic barrier around the caster.
ID: 15907^6
Uses the resonance of faycite to generate a powerful harmonic barrier around the caster.
ID: 15908^1
Disciple of the Tonfa
ID: 15908^4
This passive ability grants the student increased prowess when fighting with blunt weapons. Each rank increases your power slightly.
ID: 15908^6
Allows you to jump several feet into the air.
ID: 15909^6
Snares your target, reducing their movement rate by #1 to @1 percent.
ID: 15910^6
This spell puts a 50 percent icy snare on affected targets, and a knockback on all enemies within 20 feet.
ID: 15911^6
This spell causes snow to fall.
ID: 15912^6
Searing flames consume your target, causing up to #1 damage.
ID: 15916^6
Summons a cliknar worker familiar.
ID: 15917^6
Tiny fireworks explode around you.
ID: 15920^6
Attacks made against you have a chance to increase the attacker's hate toward you. This effect will fade when it has been triggered 20 times.
ID: 15921^6
Decreases the hate generated by your next 4 spells by up to #1 percent.
ID: 15922^6
Your melee attacks have a chance to heal you and generate hate against your target for %z.
ID: 15923^6
Imbues your melee attacks with a chance to strike your opponent with lightning for %z.
ID: 15924^6
Attacks made against you have a chance to drain the attacker's health. This effect will fade when it has been triggered 12 times.
ID: 15925^6
Decreases the cast time on your next 4 spells by #1 percent.
ID: 15926^6
Your next 60 melee attacks inflict additional damage.
ID: 15927^6
Direct damage spells cast by your group members inflict #1 additional damage for their next 4 spells.
ID: 15928^6
Your melee attacks have a chance to apply a poison to your target, inflicting instant damage as well as duration damage.
ID: 15929^6
Restores #2 hit points to your group members and an additional #1 hit points every 6 seconds thereafter for %z.
ID: 15930^6
Calls upon a decaying vermin to attack your target. The spirit of decay will vanish after 12 seconds.
ID: 15931^6
You may cast up to 4 spells without paying their mana cost. Ethereal spells or spells with instant cast time are exempt from this effect.
ID: 15932^6
Increases your pet's armor class and offensive abilities for %z.
ID: 15933^6
Drains the mana of your target while replenishing the mana of your group members.
ID: 15934^6
Your pet's melee attacks have a chance to poison their target, inflicting instant damage as well as duration damage.
ID: 15935^6
Decreases the armor of nearby opponents by @4 for %z.
ID: 15936^6
ID: 15937^6
ID: 15938^6
ID: 15939^6
ID: 15940^6
ID: 15941^6
ID: 15942^6
ID: 15943^6
ID: 15944^6
Attacks made against you have a chance to increase the attacker's hate toward you. This effect will fade when it has been triggered 10 times.
ID: 15945^6
Decreases the hate generated by your next 2 spells by up to #1 percent.
ID: 15946^6
Your melee attacks have a chance to heal you and generate hate against your target for %z.
ID: 15947^6
Imbues your melee attacks with a chance to strike your opponent with lightning for %z.
ID: 15948^6
Attacks made against you have a chance to drain the attacker's health. This effect will fade when it has been triggered 6 times.
ID: 15949^6
Decreases the cast time on your next 2 spells by #1 percent.
ID: 15950^6
Your next 30 melee attacks inflict additional damage.
ID: 15951^6
Direct damage spells cast by your group members inflict #1 additional damage for their next 2 spells.
ID: 15952^6
Your melee attacks have a chance to apply a poison to your target, inflicting instant damage as well as duration damage.
ID: 15953^6
Restores #2 hit points to your group members and an additional #1 hit points every 6 seconds thereafter for %z.
ID: 15954^6
Calls upon a decaying vermin to attack your target. The spirit of decay will vanish after 7 seconds.
ID: 15955^6
You may cast up to 2 spells without paying their mana cost. Ethereal spells or spells with instant cast time are exempt from this effect.
ID: 15956^6
Increases your pet's armor class and offensive abilities for %z.
ID: 15957^6
Drains the mana of your target while replenishing the mana of your group members.
ID: 15958^6
Your pet's melee attacks have a chance to poison their target, inflicting instant damage as well as duration damage.
ID: 15959^6
Decreases the armor of nearby opponents by @4 for %z.
ID: 15960^6
ID: 15961^6
ID: 15962^6
ID: 15963^6
ID: 15964^6
ID: 15965^6
ID: 15966^6
ID: 15967^6
ID: 15968^6
Increases the hate generated by your attacks by #1 percent.
ID: 15969^6
Reduces the mana cost of Solemn Light by up to $1 percent.
ID: 15970^6
Reduces the mana cost of Burst of Morrow by up to $1 percent.
ID: 15971^6
Increases the damage of Galvanic Ash by up to $1 percent.
ID: 15972^6
Increases the damage of Touch of Kildrukaun by up to $1 percent.
ID: 15973^6
Reduces the mana cost of Puravida by up to $1 percent.
ID: 15974^6
Decreases the reuse time of Impenetrable Discipline by 25 percent.
ID: 15975^6
Decreases the reuse time of Thousand Blades by 25 percent.
ID: 15976^6
Decreases the reuse time of Assassin Discipline by 25 percent.
ID: 15977^6
Reduces the mana cost of Gemmi's Restoration by up to $1 percent.
ID: 15978^6
Increases the damage of Reaver's Pyre by up to $1 percent.
ID: 15979^6
Increases the damage of Ethereal Incineration by up to $1 percent.
ID: 15980^6
Increases the duration of Rancorous Servant by 2 seconds.
ID: 15981^6
Reduces the hate generated by your spells that apply poison counters.
ID: 15982^6
Reduces the mana cost of Howl at the Moon by up to $1 percent.
ID: 15983^6
Decreases the reuse time of Berserking Discipline by 25 percent.
ID: 15984^6
Increases the hate generated by your attacks by #1 percent.
ID: 15985^6
Reduces the mana cost of Solemn Light by up to $1 percent.
ID: 15986^6
Reduces the mana cost of Burst of Morrow by up to $1 percent.
ID: 15987^6
Increases the damage of Galvanic Ash by up to $1 percent.
ID: 15988^6
Increases the damage of Touch of Kildrukaun by up to $1 percent.
ID: 15989^6
Reduces the mana cost of Puravida by up to $1 percent.
ID: 15990^6
Decreases the reuse time of Impenetrable Discipline by 12 percent.
ID: 15991^6
Decreases the reuse time of Thousand Blades by 12 percent.
ID: 15992^6
Decreases the reuse time of Assassin Discipline by 12 percent.
ID: 15993^6
Reduces the mana cost of Gemmi's Restoration by up to $1 percent.
ID: 15994^6
Increases the damage of Reaver's Pyre by up to $1 percent.
ID: 15995^6
Increases the damage of Ethereal Incineration by up to $1 percent.
ID: 15996^6
Increases the duration of Rancorous Servant by 1 seconds.
ID: 15997^6
Reduces the hate generated by your spells that apply poison counters.
ID: 15998^6
Reduces the mana cost of Howl at the Moon by up to $1 percent.
ID: 15999^6
Decreases the reuse time of Berserking Discipline by 12 percent.
ID: 16000^6
Strikes an undead enemy for #1 for up to %z. Also has a small chance to destroy the enemy outright.
ID: 16001^6
While this ability is active, any creature up to level 88 daring to attack the cleric has a chance to be stunned in retribution. This effect will fade after 72 strikes.
ID: 16002^6
This ability gives you the ability to cast a large heal over time spell at no mana cost.
ID: 16003^6
This ability gives you the ability to cast a large heal over time spell at no mana cost.
ID: 16004^4
Blinding Fury sends you into a battle rage that increases your melee ability. This rage is so intense that you have a chance of temporarily losing your sight. While blinded by fury, you will attack even faster and unleash a series of double attacks. Beginning with Rank 10, each rank also reduces the chance you be blinded.
ID: 16004^6
This ability gives you the ability to cast a large heal over time spell at no mana cost.
ID: 16008^6
This ability infuses you with a divine spirit, greatly increasing your physical prowess for a short period of time. Additional ranks increase this effect.
ID: 16009^6
This ability infuses you with a divine spirit, greatly increasing your physical prowess for a short period of time. Additional ranks increase this effect.
ID: 16010^6
This ability infuses you with a divine spirit, greatly increasing your physical prowess for a short period of time. Additional ranks increase this effect.
ID: 16016^1
Group Perfected Dead Men Floating
ID: 16016^2
Group
ID: 16016^3
Perfect DMF
ID: 16016^4
This ability gives you a group version of Perfected Dead Man Floating.
ID: 16024^6
Armor of the Inquisitor grants the paladin an improvement to his armor class and increases the benefit he gains from healing spells that land on him. Additional ranks of the ability increase the effects and the duration of the ethereal armor.
ID: 16025^6
Armor of the Inquisitor grants the paladin an improvement to his armor class and increases the benefit he gains from healing spells that land on him. Additional ranks of the ability increase the effects and the duration of the ethereal armor.
ID: 16026^6
Armor of the Inquisitor grants the paladin an improvement to his armor class and increases the benefit he gains from healing spells that land on him. Additional ranks of the ability increase the effects and the duration of the ethereal armor.
ID: 16032^6
While activated, this ability consumes your mana to imbue your arrows with flames that set your opponent alight for a short period. You can deactivate this ability at any time.
ID: 16033^6
While activated, this ability consumes your mana to imbue your arrows with flames that set your opponent alight for a short period. You can deactivate this ability at any time.
ID: 16034^6
While activated, this ability consumes your mana to imbue your arrows with flames that set your opponent alight for a short period. You can deactivate this ability at any time.
ID: 16035^6
While active, this ability channels the ranger's mana to imbue arrows with an icy impact that freezes the target for a short period.
ID: 16036^6
While active, this ability channels the ranger's mana to imbue arrows with an icy impact that freezes the target for a short period.
ID: 16037^6
While active, this ability channels the ranger's mana to imbue arrows with an icy impact that freezes the target for a short period.
ID: 16038^6
This ability transforms you into an exceptionally bloodthirsty wolf that attacks with lightning speed, for a brief time. Additional ranks increase your offensive capabilities and cause the transition into the wolf to heal many of your wounds.
ID: 16039^6
This ability transforms you into an exceptionally bloodthirsty wolf that attacks with lightning speed, for a brief time. Additional ranks increase your offensive capabilities and cause the transition into the wolf to heal many of your wounds.
ID: 16040^6
This ability transforms you into an exceptionally bloodthirsty wolf that attacks with lightning speed, for a brief time. Additional ranks increase your offensive capabilities and cause the transition into the wolf to heal many of your wounds.
ID: 16041^6
This ability allows you to share your natural affinity for the hunt with your party in the form of greater accuracy, more critical hits, and increased offensive power. Additional ranks further improve this effect.
ID: 16042^6
This ability allows you to share your natural affinity for the hunt with your party in the form of greater accuracy, more critical hits, and increased offensive power. Additional ranks further improve this effect.
ID: 16043^6
This ability allows you to share your natural affinity for the hunt with your party in the form of greater accuracy, more critical hits, and increased offensive power. Additional ranks further improve this effect.
ID: 16044^6
When active this ability increases your accuracy and the power of your melee attacks.
ID: 16045^6
When active this ability increases your accuracy and the power of your melee attacks.
ID: 16046^6
When active this ability increases your accuracy and the power of your melee attacks.
ID: 16047^6
When activated, Protection of the Spirit Wolf summons a spirit wolf which will protect you from danger. Each rank in this ability increases the amount of damage that can be averted by the spirit wolf.
ID: 16048^6
When activated, Protection of the Spirit Wolf summons a spirit wolf which will protect you from danger. Each rank in this ability increases the amount of damage that can be averted by the spirit wolf.
ID: 16049^6
When activated, Protection of the Spirit Wolf summons a spirit wolf which will protect you from danger. Each rank in this ability increases the amount of damage that can be averted by the spirit wolf.
ID: 16062^6
Grants the Shadow Knight a powerful destructive ability that inflicts terrible pain and damage on their target.
ID: 16071^1
Improved Reactive Rune
ID: 16071^2
Improved
ID: 16071^3
Reactive Rune
ID: 16071^4
Places protective runes around the Enchanter's group which will trigger a damage or spell absorption rune when the target takes a significant amount of melee or spell damage. Each rank increases the amount of damage taken.
ID: 16072^6
Developed by the denizens of Tranquility as a deterrent to potential attackers, this ability will shield you with a single-hit, large damage barrier of thorns. Additional ranks of this ability increase the amount of damage that is inflicted. You may tra
ID: 16073^6
Developed by the denizens of Tranquility as a deterrent to potential attackers, this ability will shield you with a single-hit, large damage barrier of thorns. Additional ranks of this ability increase the amount of damage that is inflicted. You may tra
ID: 16074^6
Developed by the denizens of Tranquility as a deterrent to potential attackers, this ability will shield you with a single-hit, large damage barrier of thorns. Additional ranks of this ability increase the amount of damage that is inflicted. You may tra
ID: 16081^1
Eradicate Magic
ID: 16081^2
Eradicate
ID: 16081^3
Magic
ID: 16081^4
This ability, when activated, attempts to purge up to 4 magical effects from your target. NOTE: This will only work on NPCs.
ID: 16082^1
Mark of Travel
ID: 16082^2
Mark of
ID: 16082^3
Travel
ID: 16082^4
This ability, when activated, allows you to set a secondary binding point.
ID: 16083^1
Bind Affinity
ID: 16083^2
Bind
ID: 16083^3
Affinity
ID: 16083^4
This ability grants you an alternate version of Bind Affinity.
ID: 16084^1
Mirror Mirror
ID: 16084^4
This passive ability grants the experienced Wizard an innate chance to reflect any incoming detrimental spell. Each rank increases this chance slightly.
ID: 16084^6
For a brief time, you are able to commune with the woodland spirits who provide your party with exceptional regenerative abilities and a protective shield of armor and thorns. Additional ranks increase the power of this effect
ID: 16085^6
For a brief time, you are able to commune with the woodland spirits who provide your party with exceptional regenerative abilities and a protective shield of armor and thorns. Additional ranks increase the power of this effect
ID: 16086^6
For a brief time, you are able to commune with the woodland spirits who provide your party with exceptional regenerative abilities and a protective shield of armor and thorns. Additional ranks increase the power of this effect
ID: 16087^1
Hastened Nexus Gate
ID: 16087^4
This passive ability reduces the time required between uses of Nexus Gate by ten percent per rank.
ID: 16087^6
Through this ability you are able to assume the form of a white spirit wolf. While in this form, your beneficial spells will require less mana and you will be resistant to cold based attacks.
ID: 16091^6
Provides an upgraded version of Direwood Guard to Druids.
ID: 16092^6
This ability, when active, will increase the damage you do at the cost of having heals that hit you be less effective. Additional ranks increase your damage dealing capabilities.
ID: 16093^6
This ability, when active, will increase the damage you do at the cost of having heals that hit you be less effective. Additional ranks increase your damage dealing capabilities.
ID: 16094^6
This ability, when active, will increase the damage you do at the cost of having heals that hit you be less effective. Additional ranks increase your damage dealing capabilities.
ID: 16095^6
This ability gives you a chance to provoke your opponent to the point where they will not flee from you or, if they are already fleeing, will instead turn back to you and continue fighting.
ID: 16096^1
Entropy of Nature
ID: 16096^2
Entropy
ID: 16096^3
of Nature
ID: 16096^4
This ability, when activated, attempts to purge up to several magical effects from your target. NOTE: This will only work on NPCs.
ID: 16096^6
You can use this ability to strike your opponent for a small amount of damage.
ID: 16097^1
Empowered Blades
ID: 16097^2
Empowered
ID: 16097^3
Blades
ID: 16097^4
This ability, when activated, empoweres your melee weapons for a short time causing them to strike for significantly more damage. Each rank increases the damage slightly.
ID: 16097^6
This ability, when active, will reduce the amount of damage you take from melee sources for up to 15 attacks.
ID: 16098^6
Grants you an alternative version of your Harmshield ability.
ID: 16099^6
Grants you an alternative version of your Voice of Thule ability.
ID: 16101^6
Reduces incoming damage up to a maximum of @8 for up to %z.
ID: 16103^1
Death Blossom
ID: 16103^2
Death
ID: 16103^3
Blossom
ID: 16103^4
You embrace the spectre of death, trading your life for mana. NOTE: This may only be used while in fast-regen mode.
ID: 16104^1
Combat Proficiency
ID: 16104^4
This passive ability grants the experienced warrior access to new focused stance-like abilities for commonly used weapon types.
ID: 16105^1
2-Handed Weapon Proficiency
ID: 16105^2
2-Hand
ID: 16105^3
Proficiency
ID: 16105^4
This ability, when activated grants the warrior greatly increased damage from all 2-handed weapon types, at a penalty of reduced ability to avoid incoming attacks. NOTE: Player must have their 2-handed weapon already equipped to trigger this ability.
ID: 16106^1
Dual-Wielded Weapon Proficiency
ID: 16106^2
Dual-Wield
ID: 16106^3
Proficiency
ID: 16106^4
This ability, when activated grants the warrior increased damage, parry, and a small amount of damage mitigation, at a penalty of reduced block and avoidance. NOTE: You must have your dual 1-handed weapons already equipped to trigger this ability.
ID: 16106^6
This ability provides a darkness snare ability that does not do damage to your target.
ID: 16107^1
Defensive Proficiency
ID: 16107^2
Defensive
ID: 16107^3
Proficiency
ID: 16107^4
This ability, when activated grants the warrior increased mitigation and blocking skill when wielding both a 1-hand weapon and shield. NOTE: You must have your weapon and shield already equipped to trigger this ability.
ID: 16107^6
This ability allows the Rogue to periodically perform a dazzling display of weaponry and dexterity that will reduce the Rogue's opponent's hate towards the Rogue. Additional ranks increase the amount of hate removed.
ID: 16108^1
Rage of the Forsaken
ID: 16108^2
Rage of
ID: 16108^3
the Forsaken
ID: 16108^4
This ability, when activated delivers a burst of aggro, and then boosts aggro generation from all your attacks for a short period of time.
ID: 16108^6
This ability allows the Rogue to periodically perform a dazzling display of weaponry and dexterity that will reduce the Rogue's opponent's hate towards the Rogue. Additional ranks increase the amount of hate removed.
ID: 16109^1
Mass, Affected
ID: 16109^4
This passive ability grants the warrior a significant increase in maximum hit points. Each rank increases this boost slightly.
ID: 16109^6
This ability allows the Rogue to periodically perform a dazzling display of weaponry and dexterity that will reduce the Rogue's opponent's hate towards the Rogue. Additional ranks increase the amount of hate removed.
ID: 16112^1
Warlord's Tenacity
ID: 16112^2
Warlord
ID: 16112^3
Tenacity
ID: 16112^4
This ability allows warriors to temporarily boost hit points to get through tough situations. The exertion takes its toll, though. These hit points dissipate over the course of a minute and leave the warrior weaker than when Warlord's Tenacity started. Additional ranks increase the amount of hit points that are gained temporarily. Beginning with rank 22, this penalty is no longer applied.
ID: 16113^1
War Stomp
ID: 16113^2
War
ID: 16113^3
Stomp
ID: 16113^4
This ability, when activated gives you increased damage from skill attacks for a short time.
ID: 16114^1
Bold Attacks
ID: 16114^4
This passive ability slightly increases the aggro generated from your attacks. Each rank increases the aggro generated slightly.
ID: 16114^6
This ability provides a fast reuse version of Tigir's Insects.
ID: 16115^6
This ability, when active, will reduce the chance that your spells will be resisted when you cast them. Each rank will work on spells that are equal to or lower than the level that you can purchase each rank at.
ID: 16116^6
This ability, when active, will reduce the chance that your spells will be resisted when you cast them. Each rank will work on spells that are equal to or lower than the level that you can purchase each rank at.
ID: 16117^1
Crippling Fury
ID: 16117^4
This passive ability slightly increases your chance to land a crippling blow from your skill attacks. Each rank increases this chance slightly.
ID: 16117^6
This ability, when active, will reduce the chance that your spells will be resisted when you cast them. Each rank will work on spells that are equal to or lower than the level that you can purchase each rank at.
ID: 16118^6
This ability, when active, will reduce the chance that your spells will be resisted when you cast them. Each rank will work on spells that are equal to or lower than the level that you can purchase each rank at.
ID: 16119^6
This ability, when active, will reduce the chance that your spells will be resisted when you cast them. Each rank will work on spells that are equal to or lower than the level that you can purchase each rank at.
ID: 16120^1
Two-Handed Bash
ID: 16120^4
This passive ability will allow you to use your bash skill while wielding a two-handed weapon.
ID: 16120^6
This ability provides you with the ability to attune yourself with the spirits and move silently and quickly.
ID: 16121^6
This activated ability grants you a chance, when active, for your slow spells to have a secondary damage over time effect accompany them. Additional ranks increase the power of this effect.
ID: 16122^6
This activated ability grants you a chance, when active, for your slow spells to have a secondary damage over time effect accompany them. Additional ranks increase the power of this effect.
ID: 16123^6
This activated ability grants you a chance, when active, for your slow spells to have a secondary damage over time effect accompany them. Additional ranks increase the power of this effect.
ID: 16124^1
Hastened Gift of Resurrection
ID: 16124^4
This passive ability reduces the time required between uses of Gift of Resurrection by 2 seconds per rank.
ID: 16124^6
Inflicts #1 damage per tick for up to %z.
ID: 16125^6
Languid Bite Effect
ID: 16126^6
Languid Bite Effect
ID: 16127^6
This ability provides you with a magical arrow that will be able to draw a single target from a group of enemies.
ID: 16128^1
Quickened Gift of Resurrection
ID: 16128^4
This passive ability reduces the time required to cast Gift of Resurrection by .5 seconds per rank.
ID: 16128^6
Reduces the enemy's ability to call for help.
ID: 16130^6
This activated ability provides you with a short duration boost to your ability to attack your foes.
ID: 16131^1
Divine Fury
ID: 16131^4
This passive ability increases the hate generated by Divine Stun. Each additional rank further increases the hate generated.
ID: 16131^6
This ability provides a group version of your Guardian of the Forrest ability. Additional ranks increase the power of the effect on your group members.
ID: 16132^6
This ability provides a group version of your Guardian of the Forrest ability. Additional ranks increase the power of the effect on your group members.
ID: 16133^6
This ability provides a group version of your Guardian of the Forrest ability. Additional ranks increase the power of the effect on your group members.
ID: 16135^4
Training in this ability gives you a new, fast-casting spell that has the chance to interrupt NPCs up to level 70 for rank 1, level 75 for rank 2, level 80 for rank 3, level 85 for rank 4, level 90 for rank 5, level 95 for rank 6, level 97 for rank 7, level 100 for rank 8, level 102 for rank 9, and level 105 for rank 10. Beginning with rank 11, additional aggro is generated. Rank 12 affects targets up to level 107, and rank 13 up to level 110.
ID: 16137^1
Extended Beacon
ID: 16137^4
This passive ability increases the duration of Beacon of the Righteous by 1 tick per rank. This ability only increases the duration of the hate over time. The stun duration is not changed.
ID: 16137^6
This activated ability provides you with a short term large boost to your defenses, while reducing your ability to hit your enemy slightly.
ID: 16138^6
This ability allows your group to become invisible to undead, nearly at will, without the need to memorize a spell.
ID: 16140^1
Extended Yaulp
ID: 16140^4
This passive ability extends the duration of your Yaulp AA by 1 tick per rank.
ID: 16142^6
This ability will allow you to use a low resistance snare spell that will only take hold on the undead.
ID: 16146^1
Tunare's Grace
ID: 16146^4
Whenever you cast a level 95+ direct heal, there is a small chance to proc a minor heal upon your group. Each additional rank increases the chance to proc.
ID: 16148^6
This ability grants you the option of assuming a disguise.
ID: 16149^1
Divine Reach
ID: 16149^4
Each rank of this passive ability increases the casting range of your Divine Intervention spells by 10%.
ID: 16149^6
This ability grants you the option of assuming a disguise.
ID: 16150^6
This ability grants you the option of assuming a disguise.
ID: 16151^6
This ability grants you the option of assuming a disguise.
ID: 16152^1
Vehement Recompense
ID: 16152^4
This passive ability gives you a small chance to proc a heal upon your group when you cast a detrimental spell level 90 or greater against an enemy. Each rank slightly increases the chance to proc.
ID: 16152^6
This ability grants you the option of assuming a disguise.
ID: 16153^6
This ability grants you the option of assuming a disguise.
ID: 16154^6
This ability grants you a low resistance mesmerization ability that only works on the undead.
ID: 16155^6
This ability turns you into a Zombie and also grants a small amount of protection against enemy spells.
ID: 16156^1
Improved Beacon of Life
ID: 16156^4
This passive ability increases the effectiveness of your Beacon of Life abilities. Each rank adds an additional 1000 hit points to the heal.
ID: 16157^6
This ability will transform you into a living golem and increase your melee damage. As a side effect of the change you will move more slowly.
ID: 16158^6
This ability provides you with a chance to do an attack to your opponent that will leave them confused and less angry with you. Additional ranks increase the power of the effect.
ID: 16159^1
Extended Shield of Reverence
ID: 16159^4
This passive ability increases the duration of Shield of Reverence by 1 tick per rank.
ID: 16159^6
This ability provides you with a chance to do an attack to your opponent that will leave them confused and less angry with you. Additional ranks increase the power of the effect.
ID: 16160^1
Channeling the Divine
ID: 16160^2
Channeling
ID: 16160^3
the Divine
ID: 16160^4
This ability, when activated, causes all your direct healing spells to be twincast for a short period of time at a penalty of increased mana and aggro.
ID: 16160^6
This ability provides you with a chance to do an attack to your opponent that will leave them confused and less angry with you. Additional ranks increase the power of the effect.
ID: 16162^1
Smite the Wicked
ID: 16162^2
Smite the
ID: 16162^3
Wicked
ID: 16162^4
This ability, when activated, strikes your undead target with a blast of holy might. This ability will only work upon undead targets.
ID: 16162^28
Stay
ID: 16163^1
Elemental Arrow
ID: 16163^2
Elemental
ID: 16163^3
Arrow
ID: 16163^4
This ability fires an arrow tipped imbued with frost and flame causing the enemy to take increased damage from cold and fire for up to 18 seconds. Multiple applications will not increase the damage.
ID: 16163^28
Wander
ID: 16164^28
Run Around
ID: 16165^28
Follow Me
ID: 16166^28
Play Dead
ID: 16167^6
This ability allows you to quickly disappear from sight for a short time.
ID: 16167^28
Breathe Fire
ID: 16169^28
Grab Some Candy
ID: 16172^6
This ability allows you to imitate the bite of an asp and poison your target with a short but powerful venom.
ID: 16173^6
This ability allows you to swipe at the eyes of your opponent making it harder for your opponent to see and attack.
ID: 16175^28
Stay
ID: 16176^1
Hastened Ferocious Kick
ID: 16176^4
Each rank of this passive ability reduces the time required between Ferocious Kick by two seconds.
ID: 16176^28
Walk Around
ID: 16177^28
Run Around
ID: 16178^6
This ability will provide you with a boost to various forms of melee damage. Additional ranks increase the potency of this effect.
ID: 16178^28
Follow Me
ID: 16179^1
Heavy Arrow
ID: 16179^4
This passive ability allows the skilled archer to occasionally strike their target for incredible damage.
ID: 16179^6
This ability will provide you with a boost to various forms of melee damage. Additional ranks increase the potency of this effect.
ID: 16179^28
Play Dead
ID: 16180^1
Hastened Grasp of Sylvan Spirits
ID: 16180^4
This passive ability reduces the time required to use Grasp of Sylvan Spirits by five seconds per rank.
ID: 16180^6
This ability will provide you with a boost to various forms of melee damage. Additional ranks increase the potency of this effect.
ID: 16181^6
The Five Point Palm Exploding Heart Technique will convert your life force into a destructive blow that will take effect a moment after you strike. Additional ranks increase the potency of this effect.
ID: 16182^6
This ability will provide you with a boost to various forms of melee damage. Additional ranks increase the potency of this effect.
ID: 16183^6
This ability will provide you with a boost to various forms of melee damage. Additional ranks increase the potency of this effect.
ID: 16185^1
Scout's Mastery of the Elements
ID: 16185^2
Scout's Mastery
ID: 16185^3
of the Elements
ID: 16185^4
This ability combines your Scout's Mastery of Fire and Ice into one ability.
ID: 16186^1
Stunning Kick
ID: 16186^4
This passive ability gives your basic kicks a chance to stun your enemy for a short time.
ID: 16188^1
Stream of Hatred
ID: 16188^2
Stream of
ID: 16188^3
Hatred
ID: 16188^4
This ability inflicts great anger upon up to eight of your enemies directly in front of you.
ID: 16188^6
This ability gives you a version of your Malo line of spells that is slightly more reliable than other versions.
ID: 16192^6
This ability gives you the ability to cast a Divine Aura spell on a Player target, temporarily rendering the target invulnerable and granting a short duration heal on your target.
ID: 16195^1
Mindless Hatred
ID: 16195^2
Mindless
ID: 16195^3
Hatred
ID: 16195^4
This ability, when activated, forces your targeted enemy to attack you for a short period of time.
ID: 16196^1
T'vyl's Resolve
ID: 16196^2
T'vyl's
ID: 16196^3
Resolve
ID: 16196^4
This ability, when activated, strikes your enemy with multiple attacks, leaving them vulnerable to additional damage for a short period of time.
ID: 16197^1
Reinforced Malaise
ID: 16197^2
Reinforced
ID: 16197^3
Malaise
ID: 16197^4
This ability, when activated, allows your damage over time spells to increase in duration by one tick. Each rank increases this extension by one additional tick. NOTE: This will not extend any spells which are unfocusable.
ID: 16200^1
Visage of Decay
ID: 16200^2
Visage of
ID: 16200^3
Decay
ID: 16200^4
This activated ability will cause you to assume the form of an undead creature. Your melee ability will be rediced but your spell attacks will be augmented for a short time. Additional ranks boost the power of your spells further.
ID: 16200^6
Heals you for #1 per tick for up to %z.
ID: 16201^6
This ability gives you the ability to cast a large heal over time spell at no mana cost on a single target.
ID: 16202^6
This ability gives you the ability to cast a large heal over time spell at no mana cost on a single target.
ID: 16203^1
Paralytic Spray
ID: 16203^2
Paralytic
ID: 16203^3
Spray
ID: 16203^4
This ability causes up to eight of your enemies in front of you to succumb to a sudden, violent attack, after which they are frequently unable to move for a time. Each rank of this ability increases the amount of time that the victim remains immobile.
ID: 16203^6
Through this ability you are able to assume the form of a black spirit wolf. While in this form, your direct damage spells will do more damage while costing less mana, and you will be resistant to fire based attacks.
ID: 16204^6
Through this ability you are able to assume the form of a black spirit wolf. While in this form, your direct damage spells will do more damage and you will be resistant to fire based attacks.
ID: 16205^6
Through this ability you are able to assume the form of a black spirit wolf. While in this form, your direct damage spells will do more damage and you will be resistant to fire based attacks.
ID: 16206^6
This Ability, when activated, will temporarily remove you from all combat and leave you immobile for a short time.
ID: 16208^1
Fortified Foraging
ID: 16208^4
This passive ability increases your skill in foraging. Each rank increases your skill slightly.
ID: 16211^1
Extended Communion of Cheetah
ID: 16211^4
Each rank of this passive ability extends the duration of Spirit of the Cheetah by 1 tick.
ID: 16211^6
This Ability, when activated, has a chance to make your target less resistant to magical attacks for a short time.
ID: 16212^6
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 16213^6
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 16214^4
This ability, when activated, will turn you into a stationary totem and remove you from combat. Rank 3 - When the totem fades, you will have a short period of invisibility.
ID: 16214^6
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 16215^1
Season's Wrath
ID: 16215^2
Season's
ID: 16215^3
Wrath
ID: 16215^4
This ability, when activated, causes your target to take increased damage from elemental spells. Each additional rank increases the damage slightly.
ID: 16215^6
This ability, when activated, will increase the damage done by your critical spell strikes. Additional ranks will increase the damage done by your critical strikes.
ID: 16216^6
This ability, when activated, will increase the damage done by your critical spell strikes. Additional ranks will increase the damage done by your critical strikes.
ID: 16217^6
This ability, when activated, will increase the damage done by your critical spell strikes. Additional ranks will increase the damage done by your critical strikes.
ID: 16218^1
Hastened Paralytic Spores
ID: 16218^4
This passive ability reduces the time required between uses of Paralytic Spores by ten seconds per rank.
ID: 16218^6
This ability, when activated, will decrease the mana cost of your detrimental spell casting. Additional ranks further reduce the mana cost of your detrimental spells.
ID: 16219^6
This ability, when activated, will decrease the mana cost of your detrimental spell casting. Additional ranks further reduce the mana cost of your detrimental spells.
ID: 16220^6
This ability, when activated, will decrease the mana cost of your detrimental spell casting. Additional ranks further reduce the mana cost of your detrimental spells.
ID: 16221^1
Extended Nature's Blessing
ID: 16221^4
This passive ability increases the duration of Nature's Blessing by 1 tick per rank.
ID: 16222^1
Mistwalk
ID: 16222^2
Mistwalk
ID: 16222^4
This ability, when activated, teleports you forward a short distance.
ID: 16224^6
This ability grants you a form of your Atol's Shackles spell.
ID: 16225^1
Hastened Entrap
ID: 16225^4
This passive ability reduces the time required between uses of Entrap by 1 second per rank.
ID: 16226^6
This ability grants you a perfected ability to Levitate on demand.
ID: 16227^6
An invisibility that will not fade over time than you can share with your group.
ID: 16228^6
This activated ability will allow you to focus on your mystical arts for a short time, granting you a greater chance that your detrimental spells will strike your target.
ID: 16229^6
This ability grants you a perfected ability to be invisible to the undead.
ID: 16230^1
Hastened Claws
ID: 16230^4
Each rank of this passive ability reduces the time required between uses of your Tumult of Claws line of abilities by 1 second.
ID: 16235^1
Focus of the Frozen North
ID: 16235^4
This ability increases the chance that your cold based spells will land upon your target. Additional ranks increase your chances of success.
ID: 16238^1
Extended Bestial Bloodrage
ID: 16238^4
This passive ability increases the duration of Bestial Bloodrage by 12 seconds per rank.
ID: 16238^6
This ability, when active, will add additional damage to all Magic based spells that you cast. Additional ranks increase the amount of damage added to each cast.
ID: 16239^6
This ability, when active, will add additional damage to all Magic based spells that you cast. Additional ranks increase the amount of damage added to each cast.
ID: 16240^6
This ability, when active, will add additional damage to all detrimental spells that you cast. Additional ranks increase the amount of damage added to each cast.
ID: 16241^6
This ability, when active, will add additional damage to all Ice based spells that you cast. Additional ranks increase the amount of damage added to each cast.
ID: 16242^6
This ability, when active, will add additional damage to all Ice based spells that you cast. Additional ranks increase the amount of damage added to each cast.
ID: 16243^6
This ability, when active, will add additional damage to all Ice based spells that you cast. Additional ranks increase the amount of damage added to each cast.
ID: 16244^6
This ability, when active, will add additional damage to all Fire based spells that you cast. Additional ranks increase the amount of damage added to each cast.
ID: 16245^6
This ability, when active, will add additional damage to all Fire based spells that you cast. Additional ranks increase the amount of damage added to each cast.
ID: 16246^6
This ability, when active, will add additional damage to all Fire based spells that you cast. Additional ranks increase the amount of damage added to each cast.
ID: 16248^1
Extended Group Bestial Alignment
ID: 16248^4
This passive ability extends the duration of Group Bestial Alignment by 2 ticks per rank.
ID: 16249^6
You gather your strength and focus your mind which grants you the dexterity you need to use your weapon's magical effects with greater skill. Your focus also provides you with a chance for a small amount of protection from harm. Additional ranks increase the rate that your weapon procs will fire as well as the strength of the guard placed on you.
ID: 16250^6
You gather your strength and focus your mind which grants you the dexterity you need to use your weapon's magical effects with greater skill. Your focus also provides you with a chance for a small amount of protection from harm. Additional ranks increase the rate that your weapon procs will fire as well as the strength of the guard placed on you.
ID: 16251^6
You gather your strength and focus your mind which grants you the dexterity you need to use your weapon's magical effects with greater skill. Your focus also provides you with a chance for a small amount of protection from harm. Additional ranks increase the rate that your weapon procs will fire as well as the strength of the guard placed on you.
ID: 16252^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16253^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16254^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16255^6
You summon an innate chance to respond to violence against you by increasing your evasion and powers of attack. As you continue to be attacked you will attain higher levels of evasion and attack until you reach an apex of power and then slowly return to normal.
ID: 16256^6
You summon an innate chance to respond to violence against you by increasing your evasion and powers of attack. As you continue to be attacked you will attain higher levels of evasion and attack until you reach an apex of power and then slowly return to normal.
ID: 16257^1
Gouging Claws of the Jade Tiger
ID: 16257^4
This passive ability grants your Tiger Claw attacks a small chance to proc Eye Gouge.
ID: 16257^6
You summon an innate chance to respond to violence against you by increasing your evasion and powers of attack. As you continue to be attacked you will attain higher levels of evasion and attack until you reach an apex of power and then slowly return to normal.
ID: 16260^1
Divine Surge of Battle
ID: 16260^4
This passive ability grants your Eagle Strike attacks a small chance to return some endurance. Each rank increases this proc chance slightly.
ID: 16261^6
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 16262^6
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 16263^1
Rake's Rampage
ID: 16263^2
Rake's
ID: 16263^3
Rampage
ID: 16263^4
This ability, when activated, causes your primary hand attacks to strike all enemies around you for a short period of time. Each additional rank extends this time by a small amount.
ID: 16263^6
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 16264^6
This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe.
ID: 16265^6
This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe.
ID: 16266^6
This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe.
ID: 16267^6
This ability, when active, will place a powerful damage shield on your entire group and increase your group's resistance to fire. Additional ranks increase the power of the damage shield and resistance.
ID: 16268^6
This ability, when active, will place a powerful damage shield on your entire group and increase your group's resistance to fire. Additional ranks increase the power of the damage shield and resistance.
ID: 16269^6
This ability, when active, will place a powerful damage shield on your entire group and increase your group's resistance to fire. Additional ranks increase the power of the damage shield and resistance.
ID: 16270^6
This ability, when activated, will give you a defensive proc that will call your Doppelganger into existance. For a short time your Doppelganger will attempt to protect you from your attacker. The effect will fade after 24 Doppelgangers have been activated.
ID: 16271^6
This ability, when activated, will give you a defensive proc that will call your Doppelganger into existance. For a short time your Doppelganger will attempt to protect you from your attacker. The effect will fade after 24 Doppelgangers have been activated.
ID: 16272^1
Bladeshield
ID: 16272^4
This passive ability allows you to increase the chance to parry incoming attacks when dual wielding piercing weapons. Each additional rank increases the chance to parry.
ID: 16272^6
This ability, when activated, will give you a defensive proc that will call your Doppelganger into existance. For a short time your Doppelganger will attempt to protect you from your attacker. The effect will fade after 24 Doppelgangers have been activated.
ID: 16273^6
This ability, when activated, will provide a boost to your group's overall mana pool as well as provide additional mana regeneration. Additional ranks increase the amount of mana added to your group's pool.
ID: 16274^6
This ability, when activated, will provide a boost to your group's overall mana pool as well as provide additional mana regeneration. Additional ranks increase the amount of mana added to your group's pool.
ID: 16275^6
This ability, when activated, will provide a boost to your group's overall mana pool as well as provide additional mana regeneration. Additional ranks increase the amount of mana added to your group's pool.
ID: 16276^1
Piercing Proficiency
ID: 16276^4
This passive ability increases your skill cap for piercing weapons. Each rank increases this cap by a small amount.
ID: 16276^6
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 16277^6
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 16278^6
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 16284^6
This ability, when active, will increase your chance to peform a critical strike with your damage over time spells. Additional ranks increase your chance.
ID: 16285^6
This ability, when active, will increase your chance to peform a critical strike with your damage over time spells. Additional ranks increase your chance.
ID: 16286^6
This ability, when active, will increase your chance to peform a critical strike with your damage over time spells. Additional ranks increase your chance.
ID: 16287^1
Hastened Bladed Song
ID: 16287^4
This passive ability reduces the time required to use Bladed Song by 20 seconds per rank.
ID: 16287^6
This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe.
ID: 16288^6
This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe.
ID: 16289^6
This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe.
ID: 16290^1
Hastened Lure of the Siren's Song
ID: 16290^4
This passive ability reduces the time required to use Lure of the Siren's Song by 10 seconds per rank.
ID: 16290^6
This ability, when active, will increase the power of your critical damage over time spell's strikes. Additional ranks increase the power of this effect.
ID: 16291^6
This ability, when active, will increase the power of your critical damage over time spell's strikes. Additional ranks increase the power of this effect.
ID: 16292^6
This ability, when active, will increase the power of your critical damage over time spell's strikes. Additional ranks increase the power of this effect.
ID: 16293^6
You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
ID: 16294^6
You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
ID: 16295^6
You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
ID: 16296^1
Dissonant Chord
ID: 16296^2
Dissonant
ID: 16296^3
Chord
ID: 16296^4
This ability, when activated, directs a dissonant chord at your enemy, drawing their attention towards you for a short time.
ID: 16296^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16297^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16298^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16299^6
You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance.
ID: 16300^1
Hastened Hymn of the Last Stand
ID: 16300^4
This passive ability decreases the reuse time of Hymn of the Last Stand by 1 minute per rank.
ID: 16300^6
You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance.
ID: 16301^6
You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance.
ID: 16305^6
You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
ID: 16306^6
You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
ID: 16307^6
You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
ID: 16308^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16309^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16310^1
Juggernaut's Resolve
ID: 16310^2
Juggernaut
ID: 16310^3
Resolve
ID: 16310^4
This ability, when activated, causes you to take on a more calculated offensive approach to fighting your enemies. You will hit for lower damage, but your ability to avoid, and mitigate incoming damage will be increased.
ID: 16310^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16311^6
You gather your strength and focus your mind which grants you a bonus to your chance to score a critical strike and the damage you deal with a critical strike.
ID: 16312^6
You gather your strength and focus your mind which grants you a bonus to your chance to score a critical strike and the damage you deal with a critical strike.
ID: 16313^6
You gather your strength and focus your mind which grants you a bonus to your chance to score a critical strike and the damage you deal with a critical strike.
ID: 16317^1
Juggernaut's Proficiency
ID: 16317^4
This passive ability increases damage inflicted from all weapon types. Each rank further increases this damage amount.
ID: 16317^6
This ability, when active, will provide everyone in your group with a reduction in the amount of damage that they take from melee damage. Additional ranks further improve this protection.
ID: 16318^6
This ability, when active, will provide everyone in your group with a reduction in the amount of damage that they take from melee damage. Additional ranks further improve this protection.
ID: 16319^6
This ability, when active, will provide everyone in your group with a reduction in the amount of damage that they take from melee damage. Additional ranks further improve this protection.
ID: 16320^6
This ability, when active, will grant additional damage done by everyone in your group when they cast damaging spells. Additional ranks will increase the damage added to each cast.
ID: 16321^6
This ability, when active, will grant additional damage done by everyone in your group when they cast damaging spells. Additional ranks will increase the damage added to each cast.
ID: 16322^6
This ability, when active, will grant additional damage done by everyone in your group when they cast damaging spells. Additional ranks will increase the damage added to each cast.
ID: 16323^4
This ability, when activated, instantly fuels your descent into rage at a cost of health. Additional ranks increase the health lost. Starting with rank 3, the damage over time effect is reduced, and when the main ability fades, a small rune will be triggered.
ID: 16323^6
This ability, when active, will grant additional damage done by everyone in your group when they attack with melee combat. Additional ranks will increase the damage added to each hit.
ID: 16324^4
This ability, when active, will increase the damage you do at the cost of having heals that hit you be less effective. Additional ranks increase your damage dealing capabilities. Beginning with rank 4, the healing penalty is reduces slightly, and the minimum damage is increased.
ID: 16324^6
This ability, when active, will grant additional damage done by everyone in your group when they attack with melee combat. Additional ranks will increase the damage added to each hit.
ID: 16325^6
This ability, when active, will grant additional damage done by everyone in your group when they attack with melee combat. Additional ranks will increase the damage added to each hit.
ID: 16326^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16327^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16328^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16329^6
This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe.
ID: 16330^1
Rageheart's Wrath
ID: 16330^4
This passive ability increases the damage your Frenzy attacks strike for when they hit for critical damage. Each additional rank increases the damage on your crits slightly.
ID: 16330^6
This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe.
ID: 16331^6
This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe.
ID: 16332^6
This ability, when activated, will enhance the melee combat capabilities of you and your group. Additional ranks increase the power of this effect.
ID: 16333^6
This ability, when activated, will enhance the melee combat capabilities of you and your group. Additional ranks increase the power of this effect.
ID: 16334^6
This ability, when activated, will enhance the melee combat capabilities of you and your group. Additional ranks increase the power of this effect.
ID: 16335^6
This ability, when activated, will cause all heal spells that land on you and your group to increase the amount of healing they do with the exception of Complete Heal. Additional ranks will further boost the healing improvement.
ID: 16336^1
Hastened Hand of Death
ID: 16336^4
This passive ability reduces the time required between uses of Hand of Death by 30 seconds per rank.
ID: 16336^6
This ability, when activated, will cause all heal spells that land on you and your group to increase the amount of healing they do with the exception of Complete Heal. Additional ranks will further boost the healing improvement.
ID: 16337^6
This ability, when activated, will cause all heal spells that land on you and your group to increase the amount of healing they do with the exception of Complete Heal. Additional ranks will further boost the healing improvement.
ID: 16338^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16339^1
Hastened Death's Effigy
ID: 16339^4
This passive ability reduces the time required between uses of Death's Effigy by 10 seconds per rank.
ID: 16339^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16340^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16341^6
You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance.
ID: 16342^1
Quickened Hand of Death
ID: 16342^4
This passive ability reduces the time to cast of Hand of Death. Rank 1 by 10 percent, Rank 2 by 25 percent, and Rank 3 by 50 percent.
ID: 16342^6
You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance.
ID: 16343^6
You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance.
ID: 16344^6
This ability, when active, provides you with additional chances to perform a critical strike with your spells. Additionally your critical strikes with spells will be increased in damage when this ability is active. Additional ranks further increase this effect.
ID: 16345^6
This ability, when active, provides you with additional chances to perform a critical strike with your spells. Additionally your critical strikes with spells will be increased in damage when this ability is active. Additional ranks further increase this effect.
ID: 16346^6
This ability, when active, provides you with additional chances to perform a critical strike with your spells. Additionally your critical strikes with spells will be increased in damage when this ability is active. Additional ranks further increase this effect.
ID: 16347^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16348^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16349^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16350^6
You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance.
ID: 16351^6
You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance.
ID: 16352^6
You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance.
ID: 16359^6
This ability, when active, will boost the damage of your direct-damage procs. It will also make you more likely to proc while lowering the amount of hate that all of your actions generate.
ID: 16360^1
Teleport to Guild Hall Anchor
ID: 16360^2
Teleport:
ID: 16360^3
Guild Hall Anchor
ID: 16360^4
This ability gives you an alternate version of your Teleport to Guild Hall Anchor spell.
ID: 16360^6
This ability, when active, will boost the damage of your direct-damage procs. It will also make you more likely to proc while lowering the amount of hate that all of your actions generate.
ID: 16361^6
This ability, when active, will boost the damage of your direct-damage procs. It will also make you more likely to proc while lowering the amount of hate that all of your actions generate.
ID: 16362^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16363^1
Arcane Fury
ID: 16363^2
Arcane
ID: 16363^3
Fury
ID: 16363^4
This ability, when activated, gives you a short duration increase to critical damage. Each rank increases this damage bonus slightly at a cost of increased mana use.
ID: 16363^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16364^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16365^6
This ability, when active, will slightly increase your groups durability as well as increase the amount of damage done by any critical melee or spell strikes.
ID: 16366^1
Sorcerer's Vengeance
ID: 16366^4
This passive ability adds a small amount of damage to all nukes. Each rank increases the damage inflicted slightly.
ID: 16366^6
This ability, when active, will slightly increase your groups durability as well as increase the amount of damage done by any critical melee or spell strikes.
ID: 16367^6
This ability, when active, will slightly increase your groups durability as well as increase the amount of damage done by any critical melee or spell strikes.
ID: 16368^6
This ability, when active, will increase your personal survivability as well as increase various forms of damage dealing that you may do. Additional ranks increase the mitigation and damage dealing increases.
ID: 16369^1
Frost Shackles
ID: 16369^2
Frost
ID: 16369^3
Shackles
ID: 16369^4
This ability, when activated, fuses your targets feet to the ground with ice.
ID: 16369^6
This ability, when active, will increase your personal survivability as well as increase various forms of damage dealing that you may do. Additional ranks increase the mitigation and damage dealing increases.
ID: 16370^1
Velocity
ID: 16370^2
Velocity
ID: 16370^4
This AA grants you an alternate version of your Velocity spell.
ID: 16370^6
This ability, when active, will increase your personal survivability as well as increase various forms of damage dealing that you may do. Additional ranks increase the mitigation and damage dealing increases.
ID: 16371^1
Reaching Burnout
ID: 16371^4
This passive AA increases the distance at which Frenzied Burnout will be effective by 20 percent per rank.
ID: 16371^6
This ability, when active, will add additional power to all heal spells that you cast that are at least level 75. Additional ranks further improve the power of your heals.
ID: 16372^6
This ability, when active, will add additional power to all heal spells that you cast that are at least level 75. Additional ranks further improve the power of your heals.
ID: 16373^6
This ability, when active, will add additional power to all heal spells that you cast that are at least level 75. Additional ranks further improve the power of your heals.
ID: 16374^6
This ability, when active, will increase the survivability of everyone in your group. Additional ranks increase the durability of your group even more.
ID: 16375^6
This ability, when active, will increase the survivability of everyone in your group. Additional ranks increase the durability of your group even more.
ID: 16376^6
This ability, when active, will increase the survivability of everyone in your group. Additional ranks increase the durability of your group even more.
ID: 16377^6
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 16378^6
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 16379^6
This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
ID: 16379^28
Turn On Fog
ID: 16380^1
Hastened Cloak of Shadows
ID: 16380^4
This passive ability reduces the time required to use Cloak of Shadows by 30 seconds per rank.
ID: 16380^6
This ability, when active, will add additional power to all heal spells that you cast that are at least level 75. Additional ranks further improve the power of your heals.
ID: 16380^28
Turn Off Fog
ID: 16381^6
This ability, when active, will add additional power to all heal spells that you cast that are at least level 75. Additional ranks further improve the power of your heals.
ID: 16382^6
This ability, when active, will add additional power to all heal spells that you cast that are at least level 75. Additional ranks further improve the power of your heals.
ID: 16383^6
Provides the damage shield portion of the Third Spire of Nature.
ID: 16384^6
Provides the damage shield portion of the Third Spire of Nature.
ID: 16385^6
Provides the damage shield portion of the Third Spire of Nature.
ID: 16386^1
Hastened Wind of Malosinete
ID: 16386^4
This passive ability reduces the time required between uses of Wind of Malosinete by 10 seconds per rank.
ID: 16386^6
Provides the hit points and armor class boosts of the Third Spire of Nature.
ID: 16387^6
Provides the hit points and armor class boosts of the Third Spire of Nature.
ID: 16388^6
Provides the hit points and armor class boosts of the Third Spire of Nature.
ID: 16389^1
Hastened Mental Contortion
ID: 16389^4
This passive ability reduces the time required between uses of Mental Contortion by 2 minutes per rank.
ID: 16389^6
This ability, when active, will increase your chance to peform a critical strike with your damage over time spells. Additional ranks increase your chance.
ID: 16390^6
This ability, when active, will increase your chance to peform a critical strike with your damage over time spells. Additional ranks increase your chance.
ID: 16391^6
This ability, when active, will increase your chance to peform a critical strike with your damage over time spells. Additional ranks increase your chance.
ID: 16392^1
Hastened Illusions of Grandeur
ID: 16392^4
This passive ability reduces the time required between uses of Illusions of Grandeur by 90 seconds per rank.
ID: 16392^6
This ability, when active, will add additional power to all heal spells that you cast that are at least level 75. Additional ranks further improve the power of your heals.
ID: 16393^6
This ability, when active, will add additional power to all heal spells that you cast that are at least level 75. Additional ranks further improve the power of your heals.
ID: 16394^6
This ability, when active, will add additional power to all heal spells that you cast that are at least level 75. Additional ranks further improve the power of your heals.
ID: 16394^28
Kick the Gnome!
ID: 16395^1
Bind Sight
ID: 16395^2
Bind
ID: 16395^3
Sight
ID: 16395^4
This ability provides an alternate version of Bind Sight.
ID: 16395^6
This ability, when active, will increase your weapon's chance to proc as well as raise your accuracy and other statistics. Additional ranks increase these bonuses.
ID: 16396^1
Quick Damange
ID: 16396^4
This ability reduces the casting time on your direct damage spells that have a casting time greater than three seconds. Each rank further reduces the cast time slightly. Damage Over Time spells will not be affected.
ID: 16396^6
This ability, when active, will increase your weapon's chance to proc as well as raise your accuracy and other statistics. Additional ranks increase these bonuses.
ID: 16397^6
This ability, when active, will increase your weapon's chance to proc as well as raise your accuracy and other statistics. Additional ranks increase these bonuses.
ID: 16398^6
You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
ID: 16399^6
You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
ID: 16400^6
You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
ID: 16401^6
You gather your strength and focus your mind which grants additional accuracy and damage with thrown axes. Additional ranks increase the effectiveness with these weapons.
ID: 16402^6
You gather your strength and focus your mind which grants additional accuracy and damage with thrown axes. Additional ranks increase the effectiveness with these weapons.
ID: 16403^6
You gather your strength and focus your mind which grants additional accuracy and damage with thrown axes. Additional ranks increase the effectiveness with these weapons.
ID: 16404^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16405^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16406^6
You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
ID: 16413^6
Removes #1 hit points from your pet's target each tick for %z.
ID: 16414^6
Removes #1 hit points from your pet's target each tick for %z.
ID: 16415^6
Removes #1 hit points from your pet's target each tick for %z.
ID: 16416^6
Provides a 50 percent reduction in the hate that you generate for the duration of this effect.
ID: 16429^6
Coalesces mana into a spectrum of destructive light, causing #1 damage to your target.
ID: 16432^6
You fall to the ground!
ID: 16433^6
You will be limited to 90 percent of your max hit points while under this effect.
ID: 16434^6
You will be limited to 80 percent of your max hit points while under this effect.
ID: 16435^6
You will be limited to 60 percent of your max hit points while under this effect.
ID: 16436^6
You will be limited to 40 percent of your max hit points while under this effect.
ID: 16438^6
Provides the invisibility portion of Spirit Walk.
ID: 16439^6
This ability gives you a group version of your Bestial Alignmentability.
ID: 16440^6
Restores #1 mana to you instantly, and returns 500 mana to you each tick for the duration of the effect.
ID: 16442^6
Transforms you into the illusion of a wolf.
ID: 16444^6
This ability will bind an NPC to your will, charming them until the spell wears off. This ability works on NPCs up to the level you must be before you can purchase each rank. Rank 1 will keep the NPC charmed for 2 minutes, rank 2 for 4 minutes and rank 3 and beyond for 6 minutes.
ID: 16445^6
This ability will bind an NPC to your will, charming them until the spell wears off. This ability works on NPCs up to the level you must be before you can purchase each rank. Rank 1 will keep the NPC charmed for 2 minutes, rank 2 for 4 minutes and rank 3 and beyond for 6 minutes.
ID: 16446^6
This ability will bind an NPC to your will, charming them until the spell wears off. This ability works on NPCs up to the level you must be before you can purchase each rank. Rank 1 will keep the NPC charmed for 2 minutes, rank 2 for 4 minutes and rank 3 and beyond for 6 minutes.
ID: 16454^6
Bard Song Distance Test
ID: 16455^6
This ability allows the Bard to selectively boost the effective range of all beneficial songs that the Bard sings.
ID: 16465^6
You use your will to enter a synergistic trance. As you strike your opponent three times with flying kicks you weaken your opponent against all flying kicks.
ID: 16466^6
You use your will to enter a synergistic trance. As you strike your opponent three times with flying kicks you weaken your opponent against all flying kicks.
ID: 16467^6
You use your will to enter a synergistic trance. As you strike your opponent three times with flying kicks you weaken your opponent against all flying kicks.
ID: 16480^6
Target can not cast spells or use most melee abilities. Does damage over time. Can be cured with corruption cures.
ID: 16481^6
Slows target's attacks and spell casting.
ID: 16482^6
Slows target's attacks and spell casting.
ID: 16488^6
Blinds.
ID: 16489^6
Roots. Inflicts #2 damage every six seconds.
ID: 16490^6
Brell has granted you his personal blessing.
ID: 16491^28
Wash the Rat
ID: 16492^28
Sit Down
ID: 16493^28
Be Quiet!
ID: 16521^6
This ability, when active, will provide your group with a boost to their hitpoint pool and additionally provide them with a damage shield. Additional ranks improve the hitpoint gains and the damage shield component.
ID: 16522^6
This ability, when active, will provide your group with a boost to their hitpoint pool and additionally provide them with a damage shield. Additional ranks improve the hitpoint gains and the damage shield component.
ID: 16523^6
This ability, when active, will provide your group with a boost to their hitpoint pool and additionally provide them with a damage shield. Additional ranks improve the hitpoint gains and the damage shield component.
ID: 16532^6
Summons a flying imperial sokokar mount.
ID: 16534^6
Prevents all forms of levitation from functioning for the duration of this debuff.
ID: 16536^1
Staff Block
ID: 16536^4
This passive ability gives you a chance to block incoming melee attacks when wielding a 2hb weapon. Each rank increases the block chance by a small amount.
ID: 16537^6
A highly accurate boomerang strike.
ID: 16540^6
You feel lucky.
ID: 16541^6
Instant Duration.
ID: 16542^6
Roots. Increases melee damage received by #2 percent.
ID: 16543^6
Inflicts #1 damage every six seconds.
ID: 16544^6
Inflicts #1 damage every six seconds.
ID: 16545^6
Instant Duration.
ID: 16546^6
Instant Duration.
ID: 16548^4
This ability, when activated places a buff upon yourself for 3 minutes. When your health drops below 40 percent, this buff increases your ability to parry incoming attacks for up to 18 seconds. Each rank up to rank 6 increases the parry chance. Rank 7 through 9 increases the duration of both Blade Guardian, and Blade Whirl. This is a guardian spirit. Only 1 guardian spirit may be active on you at any time.
ID: 16549^28
Set the alarm clock
ID: 16551^6
Instant Duration
ID: 16552^6
A highly accurate boomerang strike.
ID: 16553^6
A highly accurate boomerang strike.
ID: 16554^6
A highly accurate boomerang strike.
ID: 16559^4
This ability, when activated, points out a serious vulnerability in your enemy's defenses, allowing you to strike with greater effect. Rank 3 raises the minimum damage inflicted. Note: This ability will not affect raid level targets.
ID: 16563^4
You can use this ability to strike your opponent for a small amount of damage. Beginning with rank 9, this will also snare your opponent. Ranks 10 and 11 increase this snare effect slightly.
ID: 16566^4
This ability, when activated, draws your enemy closer to you and instills within it an intense hatred of you for a short period of time. Rank 2 increases the range and hate generated as well as raising the level cap of targets it can affect.
ID: 16566^28
Adjust the lights
ID: 16644^1
Hastened Visage of Decay
ID: 16644^4
This passive ability reduces the time required between uses of Visage of Decay by sixty seconds per rank.
ID: 16666^1
Hastened T'vyl's Resolve
ID: 16666^4
This passive ability reduces the time required between uses of T'vyl's Resolve by sixty seconds per rank.
ID: 16745^1
Hastened Channeling the Divine
ID: 16745^4
This passive ability reduces the time required between uses of Channeling the Divine by 60 seconds per rank.
ID: 16800^6
Grants you a #1 percent mitigation boost against melee attacks for up to @1 total damage.
ID: 16803^6
Decreases the reuse time of Empathic Fury by 12 percent.
ID: 16804^6
Decreases the reuse time of Empathic Fury by 28 percent.
ID: 16805^6
Clicking this will open a gift. The gift is an item that summons a Child's Play Anklebiter Doll to follow you. The gift is tradable, but the doll inside is not.
ID: 16819^6
Reduces your target's movement speed by #2 percent for up to %z.
ID: 16820^6
Reduces your target's movement speed by #2 percent for up to %z.
ID: 16821^6
Reduces your target's movement speed by #2 percent for up to %z.
ID: 16825^6
A phantasmic rune protects you from up to @2 damage for a brief period of time.
ID: 16826^6
A phantasmic rune protects you from up to @2 damage for a brief period of time.
ID: 16827^6
A phantasmic rune protects you from up to @2 damage for a brief period of time.
ID: 16836^6
Increases the duration of Fortitude Discipline by 1 tick.
ID: 16837^6
Increases the duration of Fortitude Discipline by 2 ticks.
ID: 16838^6
Clicking on this item will open it and give you a box containing multiple party items.
ID: 16846^6
Increases your damage for all fire and magic spells by #1.
ID: 16849^6
Increases your damage for all cold and magic based spells by #1.
ID: 16853^4
This ability increases the chance that your poison and disease spells will land on your target. Additional ranks increase your chance of success with these spells. Beginning with rank 13, a small amount of additional damage is added to your poison and disease spells.
ID: 16853^6
Drips lava off your hands to pool at your feet.
ID: 16856^4
This ability increases the chance that your cold based spells will land upon your target. Additional ranks increase your chances of success. Starting with rank 4, additional damage in added to cold based spells.
ID: 16856^6
Summons a single dose of Consigned Bite of the Shissar XV.
ID: 16863^6
Clicking this will open a gift. The gift is an item that summons an Anklebiter Doll to follow you. The gift is tradable, but the doll inside is not.
ID: 16873^6
Transforms you into the image of death itself. Melee damage is increased but you are unable to use any spells for %z.
ID: 16880^6
Transorms you into a plain looking totem, removing you from combat for up to %z. While in this totemic state you are unable to fight.
ID: 16882^6
Summons an Anklebiter Doll to follow you.
ID: 16889^6
Brell has granted you his ultimate blessing.
ID: 16891^6
You disappear in a puff of steam, invisible to most.
ID: 16892^6
Remove a daisy from the box
ID: 16893^6
Decant a mug of Brell's Brew
ID: 16894^6
Makes you look the Fool
ID: 16895^6
Shows evidence of the party
ID: 16896^6
Little birdies flit about your head
ID: 16897^6
Stars swirl about your head
ID: 16898^6
Summons a clockwork that makes ale for water.
ID: 16899^6
Clicking this will open this item into a bag that contains a Title of the Obliteration Army, Title of the Light Army and Title of the Timeless.
ID: 16900^6
Clicking this will open this item into a bag that contains a Tread of the Mountain Walker, Hand of Stone and Aura of Lava.
ID: 16901^6
Clicking this will open this item into a bag that contains a Bottle of Adventure II, Bottle of Clarity Pack, Bottle of Alacrity Pack, Bottle of Speed, and Bottle of Spirits Pack.
ID: 16902^6
Clicking this will open this item into a bag that contains a Server Transfer Token, Potion of Amnesia, and Potion of Disgenderment.
ID: 16903^6
Clicking this will open this item into a bag that contains a Black Wolf Figurine, Dried Frog Leg, Bat on a String, and Everburning Ember.
ID: 16904^6
Clicking this will open this item into a bag that contains an Army of Light Dagger Ornamentation, Army of Light Blade Ornamentation, and Army of Light Shield Ornamentation.
ID: 16905^6
Summons a guardian wolf
ID: 16906^6
Your very path shows dedication to Tunare.
ID: 16907^6
Shows your ability to grow.
ID: 16908^6
A cloud appears over the target.
ID: 16909^6
Causes the heart to explode with love.
ID: 16910^6
Will send a bolt of love.
ID: 16911^6
Will create a pancake.
ID: 16912^6
Display your broken heart for all to see.
ID: 16913^6
Crown yourself in ice.
ID: 16914^6
Summons a doll to follow you around.
ID: 16915^6
Summons an aggressive rat.
ID: 16916^6
Summons an April shower to follow you
ID: 16917^6
Creates a weakness against Frenzy and Throwing attacks.
ID: 16918^6
Strikes your opponent with three Frenzy attacks while making them weaker against additional Frenzy and Throwing attacks.
ID: 16919^6
Strikes your opponent with three Frenzy attacks while making them weaker against additional Frenzy and Throwing attacks.
ID: 16920^6
Strikes your opponent with three Frenzy attacks while making them weaker against additional Frenzy and Throwing attacks.
ID: 16947^6
Slows melee attacks and spell casting.
ID: 16949^6
Increases the damage taken by melee and will curse anyone who removes via magical means.
ID: 16952^6
Causes a cascade of painful feedback to wash over you after you repaired another's Cracked Armor.
ID: 16955^6
Causes you to lose control of yourself for a short period of time.
ID: 16956^6
Dramatically slows your spell casting for a short time.
ID: 16958^6
Dramatically slows your movement while doing damage to you for a short period of time.
ID: 16981^18
Used to make your delivery a little easier when you encounter surprises!
ID: 17000^6
Inflicts #1 damage every six seconds. Inflicts damage on the curer if cured.
ID: 17001^6
Instant Duration.
ID: 17002^6
Decreases casting time by #1 percent. Decreases melee attack speed by #2 percent. Decreases movement rate by #4 percent. Inflicts damage and stuns the bearer if cured.
ID: 17003^6
Instant Duration.
ID: 17004^6
Inflicts #1 damage every six seconds. Refreshes itself if not cured.
ID: 17005^6
Instant Duration.
ID: 17006^6
Inflicts #2 damage every six seconds.
ID: 17007^6
Inflicts #4 damage every six seconds. Decreases casting time by #1 percent. Decreases melee attack speed by #2 percent. Decreases movement rate by #3 percent.
ID: 17008^6
Blinds and stuns.
ID: 17009^6
Inflicts #2 damage.
ID: 17010^6
Instant Duration.
ID: 17011^6
Instant Duration.
ID: 17012^6
Instant Duration.
ID: 17013^6
Instant Duration.
ID: 17014^6
Inflicts #2 damage every six seconds.
ID: 17015^6
Instant Duration.
ID: 17016^6
Instant Duration.
ID: 17017^6
Inflicts #1 damage every six seconds. Inflicts damage on the curer if cured.
ID: 17018^6
Instant Duration.
ID: 17019^6
Instant Duration.
ID: 17020^6
Inflicts #2 damage and drains #3 mana every six seconds.
ID: 17021^6
Silences.
ID: 17022^6
Decreases melee attack speed by #1 percent.
ID: 17023^6
Decreases melee attack speed by @2 percent.
ID: 17024^6
Instant Duration.
ID: 17025^6
Instant Duration.
ID: 17026^6
Instant Duration.
ID: 17027^6
Test spell.
ID: 17028^6
Test spell.
ID: 17029^6
Test spell.
ID: 17030^6
Test spell.
ID: 17031^6
Test spell.
ID: 17032^6
Test spell.
ID: 17033^6
Test spell.
ID: 17034^6
Inflicts #1 damage every six seconds.
ID: 17035^6
Inflicts #1 damage every six seconds.
ID: 17036^6
Instant Duration.
ID: 17037^6
Inflicts #1 damage every six seconds.
ID: 17038^6
Inflicts #2 damage every six seconds.
ID: 17039^6
Decreases movement rate by #3 percent. Blinds.
ID: 17040^6
Instant Duration.
ID: 17041^6
Inflicts #3 damage to attackers. Increases armor class.
ID: 17042^6
Channels the power of corruption through your hands, causing between #1 and @1 damage. Additionally the corruption will continue to afflict your target for #2 damage.
ID: 17043^6
Covers the target with gooey food. Decreases casting time by #1 percent. Decreases melee attack speed by #2 percent. Decreases movement rate by #3 percent.
ID: 17044^6
Blinds.
ID: 17045^6
Silences.
ID: 17046^6
Inflicts #2 damage to attackers.
ID: 17047^6
Instant Duration.
ID: 17048^6
Instant Duration.
ID: 17049^6
Instant Duration.
ID: 17050^6
Instant Duration.
ID: 17051^6
Instant Duration.
ID: 17052^6
Decreases casting time by #1 percent.
ID: 17053^6
Decreases casting time by #1 percent.
ID: 17054^6
Instant Duration.
ID: 17055^6
Instant Duration.
ID: 17056^6
Instant Duration.
ID: 17057^6
Inflicts #2 damage every six seconds.
ID: 17058^6
Blinds.
ID: 17059^6
Poisons the target, doing #1 damage for up to 30 seconds.
ID: 17060^6
Inflicts #2 damage to attackers.
ID: 17061^6
Inflicts #2 damage to attackers.
ID: 17062^6
Instant Duration.
ID: 17063^6
Decreases effective casting level by #4. Decreases melee attack speed by #2 percent. Decreases movement rate by #3 percent.
ID: 17064^6
Inflicts #2 damage every six seconds.
ID: 17065^6
Instant Duration.
ID: 17066^6
Instant Duration.
ID: 17067^6
Instant Duration.
ID: 17068^6
Instant Duration.
ID: 17069^6
Instant Duration.
ID: 17070^6
Increases damage taken by magic-based effects by up to $1 percent.
ID: 17071^6
Increases damage taken by magic-based effects by up to $1 percent.
ID: 17072^6
Increases damage taken by magic-based effects by up to $1 percent.
ID: 17073^6
Increases damage taken by magic-based effects by up to $1 percent.
ID: 17074^6
Increases damage taken by magic-based effects by up to $1 percent.
ID: 17075^6
Increases damage taken by fire-based effects by up to $1 percent.
ID: 17076^6
Increases damage taken by fire-based effects by up to $1 percent.
ID: 17077^6
Increases damage taken by fire-based effects by up to $1 percent.
ID: 17078^6
Increases damage taken by fire-based effects by up to $1 percent.
ID: 17079^6
Increases damage taken by fire-based effects by up to $1 percent.
ID: 17080^6
Increases damage taken by poison-based effects by up to $1 percent.
ID: 17081^6
Increases damage taken by poison-based effects by up to $1 percent.
ID: 17082^6
Increases damage taken by poison-based effects by up to $1 percent.
ID: 17083^6
Increases damage taken by poison-based effects by up to $1 percent.
ID: 17084^6
Increases damage taken by poison-based effects by up to $1 percent.
ID: 17085^6
Increases damage taken by disease-based effects by up to $1 percent.
ID: 17086^6
Increases damage taken by disease-based effects by up to $1 percent.
ID: 17087^6
Increases damage taken by disease-based effects by up to $1 percent.
ID: 17088^6
Increases damage taken by disease-based effects by up to $1 percent.
ID: 17089^6
Increases damage taken by disease-based effects by up to $1 percent.
ID: 17090^6
Inflicts #2 damage every six seconds.
ID: 17091^6
Inflicts #2 damage every six seconds.
ID: 17092^6
Inflicts #2 damage every six seconds.
ID: 17093^6
Inflicts #2 damage every six seconds.
ID: 17094^6
Inflicts #3 damage and drains #1 mana and endurance every six seconds.
ID: 17095^6
Inflicts #2 damage every six seconds.
ID: 17096^6
Decreases spell casting range by #1 percent. Decreases movement speed by #3 percent.
ID: 17097^6
Instant Duration.
ID: 17098^6
Instant Duration.
ID: 17098^28
Open the Door
ID: 17099^6
Instant Duration.
ID: 17099^28
Open the Door
ID: 17100^6
Instant Duration.
ID: 17101^6
Instant Duration.
ID: 17102^6
Instant Duration.
ID: 17103^6
Instant Duration.
ID: 17104^6
Instant Duration.
ID: 17105^6
Instant Duration.
ID: 17106^6
Inflicts #1 damage every six seconds.
ID: 17107^6
Instant Duration.
ID: 17108^6
Decreases melee attack speed by #3 percent. Decreases movement rate by #2 percent.
ID: 17109^6
Increases flurry chance by #1 percent. Increases melee attack speed by #2 percent.
ID: 17110^6
Inflicts #1 damage every six seconds. Decreases armor class by #2.
ID: 17111^6
Inflicts #1 damage and drains #2 mana every six seconds.
ID: 17112^6
Inflicts #1 damage every six seconds. Decreases movement rate by #2 percent.
ID: 17113^6
Charms. Increases attack speed by #2 percent.
ID: 17114^6
Instant Duration.
ID: 17115^6
Decreases melee attack speed by #2 percent.
ID: 17116^6
Instant Duration.
ID: 17117^6
Instant Duration.
ID: 17118^6
Inflicts #2 damage every six seconds.
ID: 17119^6
Entangles the targets in webs, slowing their movement.
ID: 17120^6
Poisons the target with a slow acting poison.
ID: 17121^6
Inflicts #2 damage every six seconds.
ID: 17122^6
Inflicts #2 damage every six seconds.
ID: 17123^6
Inflicts #2 damage every six seconds.
ID: 17124^6
Instant Duration.
ID: 17125^6
Increases spell damage done by #1 percent.
ID: 17126^6
Increases melee damage done by #1 percent.
ID: 17127^6
Instant Duration.
ID: 17128^6
Inflicts #2 damage every six seconds.
ID: 17129^6
Inflicts #2 damage every six seconds.
ID: 17130^6
Inflicts #2 damage every six seconds.
ID: 17131^6
Instant Duration.
ID: 17132^6
Instant Duration.
ID: 17133^6
Inflicts #2 damage every six seconds.
ID: 17134^6
Inflicts #2 damage every six seconds.
ID: 17135^6
Instant Duration.
ID: 17136^6
Covers its target in a mildly corrosive slime.
ID: 17137^6
Increases the damage taken by Lanys' Beam of Darkness by up to $1 percent. Inflicts damage on the curer if cured. Inflicts damage on the bearer when the effect fades.
ID: 17138^6
Instant Duration.
ID: 17139^6
Inflicts #2 damage every six seconds.
ID: 17140^6
Instant Duration.
ID: 17141^6
Inflicts #3 damage every six seconds.
ID: 17142^6
Instant Duration.
ID: 17143^6
Inflicts #1 damage every six seconds. Decreases movement rate by #2 percent.
ID: 17144^6
Instant Duration.
ID: 17145^6
Instant Duration.
ID: 17146^6
Instant Duration.
ID: 17147^6
Instant Duration.
ID: 17148^6
Drains #1 hit points, mana, and endurance every six seconds.
ID: 17149^6
Charms.
ID: 17150^6
Silences.
ID: 17151^6
Inflicts #2 damage every six seconds. Decreases movement rate by #3 percent.
ID: 17152^6
Instant Duration.
ID: 17153^6
Instant Duration.
ID: 17154^6
Inflicts #2 damage every six seconds.
ID: 17155^6
Kills the bearer if not cured.
ID: 17156^6
Kills the bearer if cured.
ID: 17157^6
Inflicts #1 damage every six seconds.
ID: 17158^6
Reduces the cast time of spells by #1 percent.
ID: 17159^6
Reduces the cast time of spells by #1 percent.
ID: 17160^6
Reduces the cast time of spells by #1 percent.
ID: 17161^6
Reduces the cast time of spells by #1 percent.
ID: 17162^6
Reduces the cast time of spells by #1 percent.
ID: 17163^6
Increases the damage of spells by $1 percent.
ID: 17164^6
Increases the damage of spells by $1 percent.
ID: 17165^6
Increases the damage of spells by $1 percent.
ID: 17166^6
Increases the damage of spells by $1 percent.
ID: 17167^6
Increases the damage of spells by $1 percent.
ID: 17168^6
Increases the potency of healing spells by $1 percent.
ID: 17169^6
Increases the potency of healing spells by $1 percent.
ID: 17170^6
Increases the potency of healing spells by $1 percent.
ID: 17171^6
Increases the potency of healing spells by $1 percent.
ID: 17172^6
Increases the potency of healing spells by $1 percent.
ID: 17173^6
Reduces the mana cost of spells by $1 percent.
ID: 17174^6
Reduces the mana cost of spells by $1 percent.
ID: 17175^6
Reduces the mana cost of spells by $1 percent.
ID: 17176^6
Reduces the mana cost of spells by $1 percent.
ID: 17177^6
Reduces the mana cost of spells by $1 percent.
ID: 17178^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 17179^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 17180^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 17181^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 17182^6
Makes you look the Fool
ID: 17183^6
A cloud rains on you
ID: 17184^6
A cloud rains on you
ID: 17185^6
Instant Duration.
ID: 17186^6
Instant Duration.
ID: 17187^6
Increases your max mana by #4, mana regeneration by #8 and your hit point regeneration by #10. Additionally it will reflect Prismatic Ward III onto you.
ID: 17188^6
Instant Duration.
ID: 17189^6
Instant Duration.
ID: 17190^1
Phantasmis Reflex
ID: 17190^4
This passive ability grants you a chance to cover yourself with a protective rune when you cast a mesmerization spell on a target. Additional ranks increase the protective power of the rune. Starting with rank 7, this will also trigger from your stun spells.
ID: 17190^6
Instant Duration.
ID: 17191^6
Drains #1 mana and endurance every six seconds. Decreases effective casting level by #4. Decreases melee attack speed by #3 percent. Decreases movement rate by #5 percent.
ID: 17192^6
Blinds. Reduces armor class by #2.
ID: 17193^6
Instant Duration.
ID: 17194^6
Inflicts #1 damage every six seconds. Inflicts damage on the bearer if cured.
ID: 17195^6
Inflicts #2 damage every six seconds.
ID: 17196^6
Inflicts #4 damage every six seconds. Inflicts damage on the bearer if cured.
ID: 17197^6
Increases melee damage taken by #3 percent. Inflicts damage on the bearer if cured.
ID: 17198^6
Decreases movement rate by #2 percent.
ID: 17199^1
Glyph of Unfathomable Reward
ID: 17199^2
Glyph of
ID: 17199^3
??? Reward
ID: 17199^4
Nobody is really sure what this does either.
ID: 17199^6
Poisons the target, doing #1 damage initially and #2 damage for up to 30 seconds.
ID: 17200^6
Instant Duration.
ID: 17201^4
This ability, when activated, bolsters your party with increased maximum HP, Armor, and mana regeneration. Rank 3 adds a small amount of endurance regeneration.
ID: 17201^6
Instant Duration.
ID: 17202^6
Instant Duration.
ID: 17203^6
Increases melee damage taken by #1 percent.
ID: 17204^6
Increases melee damage taken by #1 percent.
ID: 17205^6
Increases damage done by direct damage spells by #1. Decreases melee damage done by #2 percent. Inflicts #5 damage every six seconds.
ID: 17206^6
Increases healing done by instant heal spells by #1. Decreases melee damage done by #2 percent. Inflicts #5 damage every six seconds.
ID: 17207^6
Increases damage done by melee attacks by #3. Slows spell casting speed by #1 percent. Inflicts #5 damage every six seconds.
ID: 17208^6
Increases damage done by direct damage spells by #1. Decreases melee damage done by #2 percent. Inflicts #5 damage every six seconds. Inflicts damage on the curer if cured.
ID: 17209^1
Hastened War Cry
ID: 17209^4
This passive ability reduces the time required between uses of War Cry by 3 minutes per rank.
ID: 17209^6
Increases healing done by instant heal spells by #1. Decreases melee damage done by #2 percent. Inflicts #5 damage every six seconds. Inflicts damage on the curer if cured.
ID: 17210^6
Increases damage done by melee attacks by #3. Slows spell casting speed by #1 percent. Inflicts #5 damage every six seconds. Inflicts damage on the curer if cured.
ID: 17211^6
Increases damage done by direct damage spells by #1. Decreases melee damage done by #2 percent. Inflicts #5 damage every six seconds. Inflicts damage on the curer if cured. Inflicts damage on the bearer when the effect fades.
ID: 17212^1
Hastened Ageless Enmity
ID: 17212^4
This passive ability reduces the time required between uses of Ageless Enmity by 1 minute per rank.
ID: 17212^6
Increases healing done by instant heal spells by #1. Decreases melee damage done by #2 percent. Inflicts #5 damage every six seconds. Inflicts damage on the curer if cured. Inflicts damage on the bearer when the effect fades.
ID: 17213^6
Increases damage done by melee attacks by #3. Slows spell casting speed by #1 percent. Inflicts #5 damage every six seconds. Inflicts damage on the curer if cured. Inflicts damage on the bearer when the effect fades.
ID: 17214^6
Instant Duration.
ID: 17215^1
Myrmidon's Defiance
ID: 17215^4
Ages of training have given you a chance to shrug off spell effects such as Charm, Mesmerize, Blindness, and Snare. Each rank of this ability will improve this chance slightly.
ID: 17215^6
Instant Duration.
ID: 17216^6
Inflicts #2 damage every six seconds.
ID: 17217^6
Instant Duration.
ID: 17218^1
Quickened Howl of the Warlord
ID: 17218^4
This passive ability reduces the time required to cast Howl of the Warlord. Rank 1 reduces this time by 10 percent. Rank 2 by 25 percent. Rank 3 by 50 percent.
ID: 17218^6
Instant Duration.
ID: 17219^6
Your ability to use spells or melee abilities has been revoked.
ID: 17220^6
Instant Duration.
ID: 17221^4
With a primal roar, all enemies shy away in terror, allowing the accomplished warrior to slip into the shadows and escape. Rank 2 reduces the cast time slightly.
ID: 17221^6
Instant Duration.
ID: 17222^1
Gut Punch
ID: 17222^2
Gut
ID: 17222^3
Punch
ID: 17222^4
A blow to your opponent's sensitive areas, this will do damage and cause your foe to be slightly less accurate while recovering from your blow. Humanoids will be especially damaged by this attack. Additional ranks increase the damage inflicted. Beginning with rank 4, additional hate is generated and increased per rank. Beginning with rank 10, your enemy's AC is also affected.
ID: 17222^6
Inflicts #1 damage every six seconds. Decreases movement speed by #2 percent.
ID: 17223^1
Embracing the Divine
ID: 17223^4
This passive ability increases the effectiveness of Divine Intervention type abilities used upon you. Each rank slightly increases the heals received.
ID: 17223^6
Drains #1 mana and endurance every six seconds. Decreases attack rating by #3.
ID: 17224^6
Decreases attack speed by 95 percent. Decreases movement speed by #2 percent. Silences.
ID: 17225^6
Increases mana expediture by #1 percent. Inflicts #3 damage every six seconds.
ID: 17226^1
Hastened Shield of Brilliance
ID: 17226^4
This passive ability reduces the time required between uses of Shield of Brilliance by 60 seconds per rank.
ID: 17226^6
Decreases attack speed by #1 percent.
ID: 17227^6
Instant Duration.
ID: 17228^6
Instant Duration.
ID: 17229^1
Valiant Blade
ID: 17229^4
Each rank of this passive ability increases the damage you do when wielding two-handed weapons.
ID: 17229^6
Instant Duration.
ID: 17230^6
Instant Duration.
ID: 17231^6
Decreases spell and melee damage by #1 percent. Decreases movement speed by #2 percent.
ID: 17232^6
Inflicts #2 damage every six seconds. Drains #3 mana every six seconds.
ID: 17233^6
Inflicts #2 damage every six seconds. Drains #3 mana every six seconds. Drains #5 endurance every six seconds.
ID: 17234^6
Reduces all stats by #1. Kills the bearer when the spell expires.
ID: 17235^1
Quickened Force of Disruption
ID: 17235^4
This passive ability reduces the cast time of Force of Disruption by a small amount. Each rank reduces the cast time further.
ID: 17235^6
Inflicts #1 damage every six seconds. Decreases movement speed by #2 percent.
ID: 17236^6
Increases spell cast time by #1 percent. Increases the delay between melee swings by #3 percent. Inflicts #4 damage every six seconds.
ID: 17237^6
ID: 17238^1
Thunder of Karana
ID: 17238^2
Thunder of
ID: 17238^3
Karana
ID: 17238^4
Thunder of Karana grants the paladin an improvement to his spell damage and increases the benefit he gains from healing spells that land on him.
ID: 17238^6
ID: 17239^6
ID: 17240^1
Divine Call
ID: 17240^2
Divine
ID: 17240^3
Call
ID: 17240^4
This ability, when activated, lures your target close with the voice of the divine. Rank 2 increases the aggro generated within your enemy.
ID: 17240^6
Inflicts #2 damage every six seconds.
ID: 17241^1
Heroic Leap
ID: 17241^2
Heroic
ID: 17241^3
Leap
ID: 17241^4
This ability, when activated, causes you to leap to your targeted enemy if in range. Rank 2 increases the aggro generated within your targeted enemy.
ID: 17241^6
Increases strength by #1. Increases melee damage done by #7 percent.
ID: 17242^1
Defender's Defiance
ID: 17242^4
Ages of training have given you a chance to shrug off spell effects such as Charm, Mesmerize, Blindness, and Snare. Each rank of this ability will improve this chance slightly.
ID: 17242^6
Increases strength by #2. Increases melee damage done by #7 percent.
ID: 17243^6
Increases strength by #3. Increases melee damage done by #7 percent.
ID: 17244^6
Increases strength by #4. Increases melee damage done by #7 percent.
ID: 17245^1
Dreadlord's Defiance
ID: 17245^4
Ages of training have given you a chance to shrug off spell effects such as Charm, Mesmerize, Blindness, and Snare. Each rank of this ability will improve this chance slightly.
ID: 17245^6
Increases strength by #5. Increases melee damage done by #7 percent.
ID: 17246^6
Increases strength by #6. Increases melee damage done by #7 percent.
ID: 17247^6
Decreases melee damage taken by #1 up to a maximum of @1 damage absorbed.
ID: 17248^1
Hand of Tunare
ID: 17248^2
Hand of
ID: 17248^3
Tunare
ID: 17248^4
This ability, when activated, causes you to twincast your next 10 heals, after which you fall silent for a short period of time.
ID: 17248^6
Decreases melee damage taken by #2 up to a maximum of @2 damage absorbed.
ID: 17249^1
Hastened Thought Leech
ID: 17249^4
This passive ability reduces the time required between uses of Thought Leech by 2 minutes per rank.
ID: 17249^6
Decreases melee damage taken by #3 up to a maximum of @3 damage absorbed.
ID: 17250^6
Decreases melee damage taken by #4 up to a maximum of @4 damage absorbed.
ID: 17251^6
Decreases melee damage taken by #5 up to a maximum of @5 damage absorbed.
ID: 17252^1
Hastened Gouging Blades
ID: 17252^4
This passive ability reduces the time required between uses of Gouging Blade by 3 seconds per rank.
ID: 17252^6
Increases agility by #2. Increases dexterity by #3. Increases attack power by #4. Increases melee attack speed by #5 percent. Increases critical attack chance by #6 percent. Increases critical strike damage by #8 percent.
ID: 17253^6
Increases agility by #2. Increases dexterity by #3. Increases attack power by #4. Increases melee attack speed by #5 percent. Increases critical attack chance by #6 percent. Increases critical strike damage by #8 percent.
ID: 17254^6
Increases agility by #2. Increases dexterity by #3. Increases attack power by #4. Increases melee attack speed by #5 percent. Increases critical attack chance by #6 percent. Increases critical strike damage by #8 percent.
ID: 17255^6
Increases agility by #2. Increases dexterity by #3. Increases attack power by #4. Increases melee attack speed by #5 percent. Increases critical attack chance by #6 percent. Increases critical strike damage by #8 percent.
ID: 17256^1
Veil of Darkness
ID: 17256^2
Veil of
ID: 17256^3
Darkness
ID: 17256^4
This ability, when activated, sheathes you in a veil of dark energy, causing your enemy to have difficulty striking you for a short time while increasing the aggro generated.
ID: 17256^6
Increases agility by #2. Increases dexterity by #3. Increases attack power by #4. Increases melee attack speed by #5 percent. Increases critical attack chance by #6 percent. Increases critical strike damage by #8 percent.
ID: 17257^1
Presence of Fear
ID: 17257^2
Presence
ID: 17257^3
of Fear
ID: 17257^4
This ability, when activated, wraps you in pure fear. Any enemy coming in contact with you may flee in terror for a short time.
ID: 17257^6
Damages attackers by #3. Increases fire resistance by #12.
ID: 17258^1
Twintap
ID: 17258^4
This passive ability will give you a small innate chance to perform a twincast each time you cast a lifetap spell. Each rank gives you a 2 percent chance to twincast. NOTE: Works on level 100 lifetaps and higher.
ID: 17258^6
Damages attackers by #5. Increases fire resistance by #11.
ID: 17259^6
Damages attackers by #6. Increases fire resistance by #10.
ID: 17260^6
Damages and stuns attackers. Increases cold resistance by #12.
ID: 17261^6
Damages and stuns attackers. Increases cold resistance by #12.
ID: 17262^6
Damages and stuns attackers. Increases cold resistance by #12.
ID: 17263^6
Heals hit points every six seconds.
ID: 17264^6
Heals hit points every six seconds.
ID: 17265^6
Heals hit points every six seconds.
ID: 17266^6
Heals hit points every six seconds.
ID: 17267^1
Quickened Demand for Power
ID: 17267^4
Each rank of this passive ability reduces the cast time of Trial for Power line by 10 percent.
ID: 17267^6
Instant Duration.
ID: 17268^6
Inflicts #1 damage every six seconds. Decreases armor class by #2. Increases hate generated by #3 percent.
ID: 17269^6
Decreases hate generated by #4 percent.
ID: 17270^6
Instant Duration.
ID: 17271^6
Lowers spell resistances by #1.
ID: 17272^6
Decreases melee attack speed to #3 percent. Decreases movement rate by #4 percent.
ID: 17273^1
Flurry of Notes
ID: 17273^2
Flurry of
ID: 17273^3
Notes
ID: 17273^4
When activated, this ability causes all your attacks to proc for a short period of time.
ID: 17273^6
Instant Duration.
ID: 17274^6
Inflicts #1 damage every six seconds. Decreases armor class by #2. Decreases hate generated by #3 percent.
ID: 17275^6
Instant Duration.
ID: 17276^6
Instant Duration.
ID: 17277^6
Inflicts #3 damage every six seconds.
ID: 17278^6
Instant Duration.
ID: 17279^6
Instant Duration.
ID: 17280^1
Frenzied Kicks
ID: 17280^2
Frenzied
ID: 17280^3
Kicks
ID: 17280^4
This ability, when activated, will allow you to reduce the reuse time of Selo's Kick by 4 seconds for a short period of time.
ID: 17280^6
Instant Duration.
ID: 17281^1
Extended Bladewhirl
ID: 17281^4
Each rank of this passive ability increases the duration of Bladewhirl (Dance of Blades' proc) for 1 tick.
ID: 17281^6
Instant Duration.
ID: 17282^6
Decreases melee attack speed to #3 percent. Decreases movement rate by #6 percent.
ID: 17283^6
Instant Duration.
ID: 17284^6
Instant Duration.
ID: 17285^6
Inflicts #2 damage every six seconds. Decreases movement rate by #3 percent.
ID: 17286^6
Instant Duration.
ID: 17287^6
Decreases movement rate by up to @2 percent.
ID: 17288^1
Hastened Purification of the Soul
ID: 17288^4
This ability decreases the amount of time required between uses of Purify Soul by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
ID: 17288^6
Instant Duration.
ID: 17289^1
Hastened Group Purify Soul
ID: 17289^4
Each rank of this passive ability reduces the time required between uses of Group Purify Soul by 3 minutes.
ID: 17289^6
Instant Duration.
ID: 17289^28
Bounce on the trampoline
ID: 17290^6
Inflicts up to @3 damage every six seconds.
ID: 17291^6
Instant Duration.
ID: 17292^6
Instant Duration.
ID: 17293^6
Decreases spell damage taken by #1 percent.
ID: 17294^6
Charms. Drains #3 hit points, mana, and endurance every six seconds.
ID: 17295^6
Instant Duration.
ID: 17296^6
Blinds. Decreases accuracy by #2.
ID: 17297^6
Inflicts #2 damage every six seconds. Decreases movement rate by #3 percent.
ID: 17298^6
Drains #3 hit points and mana every six seconds. Drains #4 endurance every six seconds.
ID: 17299^6
Weakens your target, preparing it for study. Multiple spells are needed to bind and transport an entity.
ID: 17300^6
Heals #2 hit points every six seconds.
ID: 17301^6
Roots. Goes into remission when the effect fades.
ID: 17302^6
Roots when the effect fades.
ID: 17303^6
You are unable to cast spells.
ID: 17304^6
Inflicts #1 damage to attackers.
ID: 17305^6
Inflicts #2 damage every six seconds. Decreases movement rate by #3 percent.
ID: 17306^6
Instant Duration.
ID: 17307^1
Quickened Call of the Herald
ID: 17307^4
Each rank of this passive ability reduces the cast time of Call of the Herald by 0.5 seconds.
ID: 17307^6
Instant Duration.
ID: 17308^6
Inflicts #1 damage every six seconds.
ID: 17309^6
Inflicts #1 damage every six seconds. Decreases melee attack speed to #2 percent.
ID: 17310^6
Instant Duration.
ID: 17311^6
Enthralls. Drains #2 mana and endurance every six seconds.
ID: 17312^6
Blinds. Silences.
ID: 17313^6
Instant Duration.
ID: 17314^6
Instant Duration.
ID: 17315^6
Silences.
ID: 17316^6
Instant Duration.
ID: 17317^1
Hastened Crippling Spirit
ID: 17317^4
Each rank of this passive ability reduces the time required between uses of Crippling Spirit by 60 seconds.
ID: 17317^6
Decreases melee attack speed to #2 percent. Decreases movement rate by #1 percent.
ID: 17318^6
Inflicts #1 damage every six seconds.
ID: 17319^6
Infests with maggots.
ID: 17320^6
Your casting range has been greatly reduced.
ID: 17321^6
Instant Duration.
ID: 17322^6
Inflicts #1 damage every six seconds.
ID: 17323^6
Instant Duration.
ID: 17324^6
Instant Duration.
ID: 17325^6
Instant Duration.
ID: 17326^6
Instant Duration.
ID: 17327^6
Enthralls.
ID: 17328^1
Spirit of Urgency
ID: 17328^2
Spirit of
ID: 17328^3
Urgency
ID: 17328^4
Summons a short duration pet that will breifly gain the attention of one creature and then cause that creature to forget all anger when the pet dies.
ID: 17328^6
Instant Duration.
ID: 17329^1
Spirit Leap
ID: 17329^2
Spirit
ID: 17329^3
Leap
ID: 17329^4
A short distance leap that will propel you forward.
ID: 17329^6
Inflicts #2 damage every six seconds.
ID: 17330^6
Instant Duration.
ID: 17331^6
Increases melee attack speed to #1 percent.
ID: 17332^6
Instant Duration.
ID: 17333^6
Instant Duration.
ID: 17334^6
Decreases resistances to cold, magic, poison, and fire by #2.
ID: 17335^6
Instant Duration.
ID: 17336^1
Extended Pathosis
ID: 17336^4
This passive ability increases the duration of Pathosis by 1 tick per rank.
ID: 17336^6
Inflicts #1 damage every six seconds.
ID: 17337^6
Instant Duration.
ID: 17338^6
Increases attack power by #1.
ID: 17339^1
Hastened Paralytic Spray
ID: 17339^4
Each rank of this passive ability reduces the time required between uses of Paralytic Spray by 12 seconds.
ID: 17339^6
Instant Duration.
ID: 17340^6
Instant Duration.
ID: 17341^6
Instant Duration.
ID: 17342^1
Wind of Pathosis
ID: 17342^2
Wind of
ID: 17342^3
Pathosis
ID: 17342^4
This ability reduces the ability to withstand disease-based spells for enemies near you.
ID: 17342^6
Inflicts #1 damage every six seconds.
ID: 17343^6
Instant Duration.
ID: 17344^1
Destructive Vortex
ID: 17344^2
Destructive
ID: 17344^3
Vortex
ID: 17344^4
This ability, when activated, increases your chance to inflict critical damage with damage over time spells, and increases the critical damage inflicted. Each rank increases both chance and damage slightly.
ID: 17344^6
Instant Duration.
ID: 17345^6
Instant Duration.
ID: 17346^6
Instant Duration.
ID: 17347^1
Fire Storm
ID: 17347^2
Fire
ID: 17347^3
Storm
ID: 17347^4
This ability will deal damage to your foe directly and will do additional damage if your foe is relatively full health. Additional ranks increase the strength of this effect.
ID: 17347^6
Enthralls.
ID: 17348^6
Instant Duration.
ID: 17349^6
Inflicts #2 damage every six seconds.
ID: 17350^6
Instant Duration.
ID: 17351^6
Increases melee attack speed to #1 percent.
ID: 17352^4
This ability, when activated, imbues your friendly target with the spirit of the bear, increasing their health, armor, and avoidance for a short time. Each new rank increases the health and armor.
ID: 17352^6
Instant Duration.
ID: 17353^6
Instant Duration.
ID: 17354^6
Decreases resistances to cold, magic, poison, and fire by #2.
ID: 17355^6
Instant Duration.
ID: 17356^6
Inflicts #1 damage every six seconds.
ID: 17357^1
Prolonged Salve
ID: 17357^4
This passive ability extends the duration of your heal-over-time spells by 1 tick per rank.
ID: 17357^6
Instant Duration.
ID: 17358^6
Increases attack power by #1.
ID: 17359^6
Instant Duration.
ID: 17360^6
Instant Duration.
ID: 17361^1
Hastened Recall
ID: 17361^4
Each rank of this passive ability reduces the time required between uses of your secondary and tertiary recall AA abilities by 1 minute per rank.
ID: 17361^6
Instant Duration.
ID: 17362^6
Fears.
ID: 17363^6
Instant Duration.
ID: 17364^1
Vortex of Ro
ID: 17364^2
Vortex
ID: 17364^3
of Ro
ID: 17364^4
This ability provides you with a targeted area of effect version of Blessing of Ro. Maximum of 8 targets.
ID: 17364^6
Silences.
ID: 17365^6
Instant Duration.
ID: 17366^6
Reduces effective casting level by #2. Decreases melee attack speed by #2 percent.
ID: 17367^6
Instant Duration.
ID: 17368^6
Inflicts damage every six seconds. The damage done will increase in severity over time.
ID: 17369^6
Inflicts damage every six seconds. The damage done will increase in severity over time. Kills the bearer if not cured.
ID: 17370^1
Extended Maladies
ID: 17370^4
Each rank of this passive ability extends the duration of your damage over time spells by 1 tick. NOTE: This will only extend spells that have a mana cost.
ID: 17370^6
Instant Duration.
ID: 17371^6
Decreases movement rate by #1 percent.
ID: 17372^1
Blessing of Tunare
ID: 17372^2
Blessing of
ID: 17372^3
Tunare
ID: 17372^4
This ability, when activated bathes your target and up to 5 other allies in a burst of healing light.
ID: 17372^6
Blinds. Inflicts #3 damage every six seconds.
ID: 17373^1
Ferociousness
ID: 17373^2
Ferociousness
ID: 17373^4
This ability, when activated, greatly boosts your melee combat for a short period of time.
ID: 17373^6
Instant Duration.
ID: 17374^6
Reduces the effectiveness of incoming healing by up to #1 percent.
ID: 17375^1
Quickened Consumption
ID: 17375^4
This passive ability reduces the cast time of Consumption of Spirit. Rank 1 reduces cast time by 10 percent. Rank 2 by 25 percent. Rank 3 by 50 percent.
ID: 17375^6
Instant Duration.
ID: 17376^6
Inflicts damage every six seconds. The damage done will decrease in severity over time.
ID: 17377^6
Instant Duration.
ID: 17378^1
Negation of Subtlety
ID: 17378^2
Negation of
ID: 17378^3
Subtlety
ID: 17378^4
This activated ability negates the effects of Spell Casting Subtlety.
ID: 17378^6
Inflicts #1 damage every six seconds.
ID: 17379^6
Instant Duration.
ID: 17380^6
Inflicts #4 damage to attackers.
ID: 17381^6
Inflicts #1 damage every six seconds. Reduces effective casting level by #3. Decreases melee attack speed by #2 percent.
ID: 17382^6
Instant Duration.
ID: 17383^6
Instant Duration.
ID: 17384^1
Roaring Strike
ID: 17384^2
Roaring
ID: 17384^3
Strike
ID: 17384^4
This ability brazenly strikes your opponent and calls attention to you, increasing the anger generated by your attacks slightly.
ID: 17384^6
Instant Duration.
ID: 17385^1
Quickened Feralgia
ID: 17385^4
Each rank of this passive ability reduces the cast time of your Feralgia abilities by 10 percent.
ID: 17385^6
Surrounds you in a spooky fog.
ID: 17386^6
Summons a spirit of witchlight that will light your way.
ID: 17387^6
Reconfigures the bones to hang from the ceiling.
ID: 17388^6
Reconfigures the bones to hang on the wall.
ID: 17389^6
Instant Duration.
ID: 17390^6
Decreases melee attack speed to #3 percent. Decreases movement rate by #2 percent.
ID: 17391^6
Instant Duration.
ID: 17392^6
Brings your target under the influence of Innoruuk.
ID: 17393^6
Inflicts #1 damage every six seconds.
ID: 17394^6
Inflicts #2 damage every six seconds.
ID: 17395^6
Billows of dust choke you and decrease your combat effectiveness.
ID: 17396^6
Instant Duration.
ID: 17397^6
Instant Duration.
ID: 17398^6
Grasping tendrils damage you and impede your movement. Inflicts up to #2 damage every six seconds. Decreases movement rate by #3 percent.
ID: 17399^6
Does up to @3 points of damage and increases incoming fire damage by up to @1 percent.
ID: 17400^6
Inflicts #1 damage initially and #2 to @2 damage every six seconds.
ID: 17401^6
Decreases attack speed by #1 percent and movement rate by #3 percent. Decreases melee damage done by #4 percent. Increases incoming melee damage by #2 percent. Inflicts #5 damage every six seconds.
ID: 17402^6
Inflicts #1 damage initially and #2 damage every six seconds.
ID: 17403^6
Enthralls.
ID: 17404^6
Instant Duration.
ID: 17405^6
Blinds.
ID: 17406^6
Reduces healing spells by #1. If removed massive damage will be done to health and mana.
ID: 17407^6
Instant Duration.
ID: 17408^6
Instant Duration.
ID: 17409^1
Improved Physical Enchancement
ID: 17409^4
This ability will give you additional improvements in your Natural Durability, Avoidance Boost, and Mitigation Boost.
ID: 17409^6
Instant Duration.
ID: 17410^6
Instant Duration.
ID: 17411^6
Instant Duration.
ID: 17412^6
Instant Duration.
ID: 17413^6
Instant Duration.
ID: 17414^1
Hastened Tumble
ID: 17414^4
This passive ability reduces the time required between uses of your Tumble alternate ability by 2 minutes per rank.
ID: 17414^6
Instant Duration.
ID: 17415^6
Instant Duration.
ID: 17416^6
Instant Duration.
ID: 17417^6
Instant Duration.
ID: 17418^1
Student of War
ID: 17418^4
This passive ability raises the skill cap on Frenzy by a small amount. Each rank further increases this skill cap.
ID: 17418^6
Suppresses Levitation.
ID: 17419^6
Instant Duration.
ID: 17420^6
Instant Duration.
ID: 17421^6
Instant Duration.
ID: 17422^6
Instant Duration.
ID: 17423^1
Hastened Agony of Absolution
ID: 17423^4
Each rank of this passive ability reduces the time required between uses of Agony of Absolution by 3 minutes.
ID: 17423^6
Instant Duration.
ID: 17424^6
Instant Duration.
ID: 17425^6
Instant Duration.
ID: 17426^6
Instant Duration.
ID: 17427^6
Instant Duration.
ID: 17428^1
Screaming Axes
ID: 17428^4
This passive ability gives your thrown axes a chance to cause your enemy to become more defenseless to thrown attacks, causing them to take more incoming damage than normal. Each rank slightly increases the chance to proc.
ID: 17428^6
Instant Duration.
ID: 17429^6
Instant Duration.
ID: 17430^6
Instant Duration.
ID: 17431^6
Instant Duration.
ID: 17432^6
Instant Duration.
ID: 17433^6
Instant Duration.
ID: 17434^6
Take control of the target's loyalty.
ID: 17435^6
Instant Duration.
ID: 17436^1
Hastened Tireless Sprint
ID: 17436^4
This passive ability reduces the time required between Tireless Sprint by 60 seconds per rank.
ID: 17436^6
Instant Duration.
ID: 17437^6
Inflicts #1 damage initially and #2 damage every six seconds.
ID: 17438^6
Inflicts #1 damage every six seconds. If not cured, becomes a Sporeflame Infestation.
ID: 17439^1
Extended Tireless Sprint
ID: 17439^4
This passive ability extends the duration of Tireless Sprint by 1 tick per rank.
ID: 17439^6
Inflicts #1 damage initially and #2 damage every six seconds.
ID: 17440^6
Causes damage over time. This curse can be cured.
ID: 17441^6
Instant Duration.
ID: 17442^6
Instant Duration.
ID: 17443^6
Instant Duration.
ID: 17444^6
Instant Duration.
ID: 17445^1
Hastened Cleaving Acrimony
ID: 17445^4
This passive ability reduces the time required between uses of Cleaving Acrimony by 60 seconds per rank.
ID: 17445^6
Slows casting times, movement rate and attack speed of the target.
ID: 17446^6
Instant Duration.
ID: 17447^6
Instant Duration.
ID: 17448^1
Extended Berserking
ID: 17448^4
Each rank of this passive ability increases the duration of Berserking Discipline by 1 tick.
ID: 17448^6
Prevents the use of disciplines and melee abilities.
ID: 17449^6
Silences.
ID: 17450^6
Instant Duration.
ID: 17451^6
Attacks made against you have a chance to coat the attacker in poisonous slime.
ID: 17452^6
Inflicts #1 damage every six seconds.
ID: 17453^6
Inflicts #1 damage every six seconds. If not removed, death finds the bearer.
ID: 17454^6
Instant Duration.
ID: 17455^6
Instant Duration.
ID: 17456^6
Instant Duration.
ID: 17457^6
Inflicts #1 damage every six seconds. Roots.
ID: 17458^6
Inflicts #1 damage initially and #2 damage every six seconds.
ID: 17459^6
Instant Duration.
ID: 17460^6
Inflicts #2 damage every six seconds.
ID: 17461^6
Instant Duration.
ID: 17462^6
Instant Duration.
ID: 17463^6
Instant Duration.
ID: 17464^6
Roots the target.
ID: 17465^6
Enhances damage taken by the target.
ID: 17466^6
Instant Duration.
ID: 17467^6
Instant Duration.
ID: 17468^6
Instant Duration.
ID: 17469^6
Instant Duration.
ID: 17470^6
Instant Duration.
ID: 17471^6
Causes harm to any that attack bearer of the flames.
ID: 17472^6
Instant Duration.
ID: 17473^1
Ferocious Kick
ID: 17473^2
Ferocious
ID: 17473^3
Kick
ID: 17473^4
This ability strikes your enemy with a vicious kick, and has a chance to proc Fury of the Forest, increasing your other melee attacks by a small amount. Each rank increases the damage inflicted, and the chance to proc. Ranks 4 and higher increase the proc chance slightly.
ID: 17473^6
Instant Duration.
ID: 17474^6
Holds the target in place.
ID: 17475^6
Instant Duration.
ID: 17476^6
Wears the target down, making them more vulnerable to magic and hampering their combat skills.
ID: 17477^6
Instant Duration.
ID: 17478^6
Causes damage to all in the area.
ID: 17479^6
Pulls the target toward the caster.
ID: 17480^1
Hastened Secondary Recall
ID: 17480^4
Each rank of this passive ability reduces the time required between uses of Secondary Recall by 1 minute.
ID: 17480^6
Causes complete silence, preventing casting and skills, while disaster approaches.
ID: 17481^6
Instant Duration.
ID: 17482^6
Causes harm to any that attack.
ID: 17483^6
Instant Duration.
ID: 17484^6
Harms the target every tick, more damage occurs the further that target is from the caster.
ID: 17485^6
Causes damage to the target and seeks others to spread to.
ID: 17486^6
Instant Duration.
ID: 17487^6
Heals the target.
ID: 17488^6
Instant Duration.
ID: 17489^6
Instant Duration.
ID: 17490^6
Stuns your opponent and inflicts up to @2 damage.
ID: 17491^6
Inflicts #1 damage every six seconds.
ID: 17492^1
Hastened Arcane Fury
ID: 17492^4
This passive ability reduces the time required between uses of Arcane Fury by 2 minutes per rank.
ID: 17492^6
Inflicts #3 damage every six seconds.
ID: 17493^6
Instant Duration.
ID: 17494^6
Instant Duration.
ID: 17495^1
Hastened Beam of Displacement
ID: 17495^4
This passive ability reduces the time required between uses of Beam of Displacement by 20 seconds per rank.
ID: 17495^6
Summons a single dose of Consigned Bite of the Shissar XVI.
ID: 17496^6
Instant Duration.
ID: 17497^6
Instant Duration.
ID: 17498^6
Instant Duration.
ID: 17499^6
Instant Duration.
ID: 17500^6
Inflicts #1 damage.
ID: 17501^6
Inflicts #2 damage every six seconds. Decreases melee attack speed to #3 percent.
ID: 17502^6
Blinds.
ID: 17503^6
Causes healing spells to have no effect. Reduces effective casting level by #7. Decreases melee attack speed to #6 percent. Decreases movement rate by #5 percent. Casts itself on nearby allies if not cured.
ID: 17504^6
Causes healing spells to have no effect. Reduces effective casting level by #7. Decreases melee attack speed to #6 percent. Decreases movement rate by #5 percent. Inflicts #9 damage every six seconds.
ID: 17505^6
Charms.
ID: 17506^6
Fears.
ID: 17507^6
Instant Duration.
ID: 17508^6
Inflicts #9 damage and drains #4 mana every six seconds.
ID: 17509^6
Blinds. Stuns the bearer when the effect fades.
ID: 17510^6
Instant Duration.
ID: 17511^6
Instant Duration.
ID: 17512^6
Roots.
ID: 17513^6
Decreases strength, agility, dexterity, intelligence, wisdom, and charisma by #1. Inflicts damage on nearby allies if not cured.
ID: 17514^6
Instant Duration.
ID: 17515^1
Quickened Call Hither
ID: 17515^4
This passive ability reduces the cast time of Call Hither by 1 second per rank.
ID: 17515^6
Allows the bearer to drain life with melee attacks.
ID: 17516^6
Instant Duration.
ID: 17517^1
Quickened Aegis of Kildrukaun
ID: 17517^4
This passive ability reduces the cast time of Aegis of Kildrukaun by 0.5 second per rank.
ID: 17517^6
Instant Duration.
ID: 17518^6
Fears.
ID: 17519^6
Instant Duration.
ID: 17520^6
Instant Duration.
ID: 17521^6
Inflicts #3 damage every six seconds. Reduces disease resistance by #4.
ID: 17522^1
Hastened Embrace The Decay
ID: 17522^4
This passive ability reduces the time required between uses of Embrace the Decay by 30 seconds per rank.
ID: 17522^6
Fears.
ID: 17523^6
Reduces armor class by #2.
ID: 17524^6
Decreases strength, agility, and dexterity by #4. Reduces effective casting level by #3. Decreases melee attack speed to #1 percent. Decreases movement rate by #7 percent.
ID: 17525^6
Instant Duration.
ID: 17526^6
Attacks against the bearer have a chance of triggering a Stenchflesh Explosion.
ID: 17527^6
Decreases strength, agility, dexterity, intelligence, wisdom, and charisma by #4. Decreases melee attack speed by #6 percent. Decreases movement rate by up to @3 percent. Inflicts #2 damage every six seconds.
ID: 17528^6
Instant Duration.
ID: 17529^6
Inflicts #2 damage every six seconds.
ID: 17530^6
Inflicts #1 damage every six seconds. Decreases movement rate by #2 percent.
ID: 17531^1
Frenzy of the Dead
ID: 17531^2
Frenzy
ID: 17531^3
Dead
ID: 17531^4
This ability allows you to cast a buff on your pet that will cause it to go berserk, doing increased damage. Each new rank extends the duration by 1 tick over the previous rank.
ID: 17531^6
Inflicts #1 damage every six seconds. Reduces effective casting level by #3. Decreases melee attack speed to #2 percent.
ID: 17532^6
Instant Duration.
ID: 17533^1
Extended Gift of Deathly Resolve
ID: 17533^4
This passive ability extends the duration of Gift of Deathly Resolve by 1 tick per rank.
ID: 17533^6
Increases faction with Beta-KoS by $2.
ID: 17534^6
Decreases melee attack speed to #3 percent. Decreases movement rate by #2 percent. Inflicts #1 damage every six seconds.
ID: 17535^6
Decreases melee attack speed by #2 percent. Inflicts #1 damage every six seconds.
ID: 17536^6
Instant Duration.
ID: 17537^6
Enthralls.
ID: 17538^1
Lingering Nightmares
ID: 17538^2
Linger
ID: 17538^3
Night
ID: 17538^4
This ability, when activated, grants your pet with a chance to proc a moderate lifetap. A maximum of 10 charges is available.
ID: 17538^6
Decreases melee attack speed to #4 percent. Decreases movement rate by #2 percent. Inflicts #1 damage every six seconds.
ID: 17539^6
Instant Duration.
ID: 17540^6
Instant Duration.
ID: 17541^6
Instant Duration.
ID: 17542^6
Blinds.
ID: 17543^6
Decreases movement rate by #2 percent. Inflicts #1 damage every six seconds.
ID: 17544^6
Instant Duration.
ID: 17545^6
Silences.
ID: 17546^6
Instant Duration.
ID: 17547^1
Lingering Torment
ID: 17547^4
This passive ability extends the duration of your damage over time spells by 1 tick per rank.
ID: 17547^6
Instant Duration.
ID: 17548^6
Decreases spell casting speed by #1. Decreases melee attack speed to #4 percent. Decreases movement rate by #2 percent. Inflicts #3 damage every six seconds.
ID: 17549^1
Hastened Beam of Slumber
ID: 17549^4
This passive ability reduces the time required between uses of Beam of Slumber by 10 seconds per rank.
ID: 17549^6
Charms.
ID: 17550^6
Inflicts damage every six seconds. The damage done will increase in severity over time.
ID: 17551^6
Instant Duration.
ID: 17552^1
Forthright Casting
ID: 17552^2
Forthright
ID: 17552^3
Casting
ID: 17552^4
This ability, when activated negates the effects of Spell Casting Subtlety for up to 10 hours.
ID: 17552^6
Instant Duration.
ID: 17553^1
Gift of Hazy Thoughts
ID: 17553^4
This passive ability gives you a chance to proc Chromatic Haze, which increases crit chance and crit damage, when you cast detrimental direct damage spells.
ID: 17553^6
Instant Duration.
ID: 17554^1
Rapid Frenzy
ID: 17554^4
This ability reduces the time required between uses of your Frenzy skill by 1 second per rank.
ID: 17554^6
Decreases strength, agility, dexterity, intelligence, wisdom, and charisma by #2. Inflicts #1 damage and drains #3 mana every six seconds.
ID: 17555^1
Hemorrage Essence
ID: 17555^4
This passive ability applies a 2 percent increase in damage for your Hemorrage Essence spells. Each rank increases this damage by an additional 2 percent.
ID: 17555^6
Inflicts #1 damage every six seconds.
ID: 17556^6
Decreases attack power by #3. Decreases movement rate by #2 percent. Inflicts #1 damage and drains #4 mana every six seconds.
ID: 17557^6
Blinds.
ID: 17558^1
Livianus' Decay
ID: 17558^4
This passive ability applies a 2 percent increase in damage for your Livianus' Decay spells. Each rank increases this damage by an additional 2 percent.
ID: 17558^6
Blinds.
ID: 17559^6
Guise of a Girplan. Decreases attack power by #2.
ID: 17560^6
Guise of a Noc.
ID: 17561^1
Annihilation
ID: 17561^4
This passive ability applies a 2 percent increase in damage for your Annihilation spells. Each rank increases this damage by an additional 2 percent.
ID: 17561^6
Guise of a Kyv. Reduces effective casting level by #2.
ID: 17562^6
Guise of an Aneuk. Increases mana by #2 every six seconds.
ID: 17563^6
Guise of an Ikaav. Reduces the mana cost of spells by #1 to $1 percent.
ID: 17564^1
Pyre of the Lost
ID: 17564^4
This passive ability applies a 2 percent increase in damage for your Pyre of the Lost spells. Each rank increases this damage by an additional 2 percent.
ID: 17564^6
Guise of a Mastruq. Increases armor class by #2. Increases strength by #3.
ID: 17565^6
Increases damage taken by fire-based spells by up to $1 percent. Decreases fire resistance by #2.
ID: 17566^6
Increases damage taken by cold-based spells by up to $1 percent. Decreases cold resistance by #2.
ID: 17567^1
Grasping Darkness
ID: 17567^4
This passive ability applies a 2 percent increase in damage for your Grasping Darkness spells. Each rank increases this damage by an additional 2 percent.
ID: 17567^6
Increases damage taken by magic-based spells by up to $1 percent. Decreases magic resistance by #2.
ID: 17568^6
Increases damage taken by poison-based spells by up to $1 percent. Decreases poison resistance by #2.
ID: 17569^6
Increases damage taken by disease-based spells by up to $1 percent. Decreases disease resistance by #2.
ID: 17570^1
Impose for Blood
ID: 17570^4
This passive ability applies a 2 percent increase in damage for your Impose for Blood spells. Each rank increases this damage by an additional 2 percent.
ID: 17570^6
Instant Duration.
ID: 17571^6
Decreases melee attack speed to #2 percent. Inflicts #1 damage every six seconds.
ID: 17572^6
Inflicts #2 damage and drains #1 mana every six seconds.
ID: 17573^1
Mortiferous Wounds
ID: 17573^4
This passive ability applies a 2 percent increase in damage for your Mortiferous Wounds spells. Each rank increases this damage by an additional 2 percent.
ID: 17573^6
Inflicts #2 damage every six seconds.
ID: 17574^6
Decreases movement rate by #2 percent. Inflicts #1 damage every six seconds.
ID: 17575^6
Charms.
ID: 17576^1
Claw of the Indaqatori
ID: 17576^4
This passive ability applies a 2 percent increase in damage for the Claw of the Indaqatori spells. Each rank increases this damage by an additional 2 percent.
ID: 17576^6
Instant Duration.
ID: 17577^6
Lowers targets magical level and armor class. Decreases strength by #1. Inflicts #2 damage every six seconds.
ID: 17578^6
Lowers targets magical level and armor class. Decreases strength by #2. Inflicts #3 damage every six seconds.
ID: 17579^1
Combusting Beam
ID: 17579^4
This passive ability applies a 2 percent increase in damage for the Combusting Beam spells. Each rank increases this damage by an additional 2 percent.
ID: 17579^6
Lowers targets magical level and armor class. Decreases strength by #2. Inflicts #3 damage every six seconds.
ID: 17580^6
Lowers targets magical level and armor class. Decreases strength by #2. Inflicts #3 damage every six seconds.
ID: 17581^6
Target is unable to cast spells or use melee abilities. Decreases strength by #2. Decreases armor class. Inflicts #3 damage every six seconds.
ID: 17582^1
Ethereal Flash
ID: 17582^4
This passive ability applies a 2 percent increase in damage for the Ethereal Flash spells. Each rank increases this damage by an additional 2 percent.
ID: 17582^6
Instant Duration.
ID: 17583^6
Instant Duration.
ID: 17584^6
Drains #1 mana every six seconds.
ID: 17585^1
Cloudburst Stormstrike
ID: 17585^4
This passive ability applies a 2 percent increase in damage for your Cloudburst Stormstrike spells. Each rank increases this damage by an additional 2 percent.
ID: 17585^6
Decreases magic resistance by #1.
ID: 17586^6
Drains #1 mana and #2 endurance every six seconds.
ID: 17587^6
Instant Duration.
ID: 17588^1
Flashrime
ID: 17588^4
This passive ability applies a 2 percent increase in damage for the Flashrime spells. Each rank increases this damage by an additional 2 percent.
ID: 17588^6
Inflicts #1 damage every six seconds. Decreases armor class.
ID: 17589^6
Instant Duration.
ID: 17590^6
Instant Duration.
ID: 17591^1
Rimeblast Cascade
ID: 17591^4
This passive ability applies a 2 percent increase in damage for your Rimeblast Cascade spells. Each rank increases this damage by an additional 2 percent.
ID: 17591^6
Instant Duration.
ID: 17592^6
Instant Duration.
ID: 17593^6
Instant Duration.
ID: 17594^1
Narendi's Fire
ID: 17594^4
This passive ability applies a 2 percent increase in damage for the Narendi's Fire spells. Each rank increases this damage by an additional 2 percent.
ID: 17594^6
Instant Duration.
ID: 17595^6
Instant Duration.
ID: 17596^6
Instant Duration.
ID: 17597^1
Bolt of Molten Shieldstone
ID: 17597^4
This passive ability applies a 2 percent increase in damage for your Bolt of Molten Shieldstone spells. Each rank increases this damage by an additional 2 percent.
ID: 17597^6
Instant Duration.
ID: 17598^6
Instant Duration.
ID: 17599^6
Instant Duration.
ID: 17600^1
Shock of Darksteel
ID: 17600^4
This passive ability applies a 2 percent increase in damage for the Shock of Darksteel spells. Each rank increases this damage by an additional 2 percent.
ID: 17600^6
Instant Duration.
ID: 17601^6
Instant Duration.
ID: 17602^6
Inflicts #1 damage and drains #2 mana every six seconds.
ID: 17603^1
Searing Sands
ID: 17603^4
This passive ability applies a 2 percent increase in damage for your Searing Sands spells. Each rank increases this damage by an additional 2 percent.
ID: 17603^6
Decreases armor class by #1.
ID: 17604^6
Instant Duration.
ID: 17605^6
Instant Duration.
ID: 17606^1
Renewal of Calix
ID: 17606^4
This passive ability applies a 2 percent increase in damage for the Renewal of Calix spells. Each rank increases this damage by an additional 2 percent.
ID: 17606^6
Instant Duration.
ID: 17607^6
Suppresses your levitation effects from functioning.
ID: 17608^6
Instant Duration.
ID: 17609^1
Searing Blast
ID: 17609^4
This passive ability applies a 2 percent increase in damage for your Searing Blast spells. Each rank increases this damage by an additional 2 percent.
ID: 17609^6
Enthralls.
ID: 17610^6
Enthralls.
ID: 17611^6
Inflicts #1 damage every six seconds.
ID: 17612^1
Fickle Conflagration
ID: 17612^4
This passive ability applies a 2 percent increase in damage for your Fickle Conflagration spells. Each rank increases this damage by an additional 2 percent.
ID: 17612^6
Instant Duration.
ID: 17613^6
Instant Duration.
ID: 17614^6
Instant Duration.
ID: 17615^1
Spear of Molten Shieldstone
ID: 17615^4
This passive ability applies a 2 percent increase in damage for your Spear of Molten Shieldstone spells. Each rank increases this damage by an additional 2 percent.
ID: 17615^6
Instant Duration.
ID: 17616^6
Decreases melee attack speed to #2 percent. Inflicts #1 damage every six seconds.
ID: 17617^6
Decreases attack power by #3. Decreases parry rating by #2. Inflicts #1 damage every six seconds.
ID: 17618^1
Intellectual Appropriation
ID: 17618^4
This passive ability applies a 2 percent increase in damage for your Intellectual Appropriation spells. Each rank increases this damage by an additional 2 percent.
ID: 17618^6
Roots.
ID: 17619^6
Allows bearer to attack all nearby targets simultaneously.
ID: 17620^6
Decreases melee attack speed to #3 percent. Decreases movement rate by #2 percent. Inflicts #4 damage every six seconds. Nearby allies will experience a Temporal Tear if not cured.
ID: 17621^1
Chromatic Blink
ID: 17621^4
This passive ability applies a 2 percent increase in damage for the Chromatic Blink spells. Each rank increases this damage by an additional 2 percent.
ID: 17621^6
Decreases melee attack speed to #4 percent. Decreases movement rate by #2 percent. Interrupts spell casting #3 percent of the time. Inflicts #1 damage every six seconds.
ID: 17622^6
Decreases melee attack speed to #2 percent. Decreases movement rate by #5 percent. Inflicts #1 damage and drains #3 mana every six seconds.
ID: 17623^6
Decreases melee attack speed to #3 percent. Decreases movement rate by #2 percent.
ID: 17624^1
Chromarift
ID: 17624^4
This passive ability applies a 2 percent increase in damage for your Chromarift spells. Each rank increases this damage by an additional 2 percent.
ID: 17624^6
Instant Duration.
ID: 17625^6
Inflicts #1 damage every six seconds. Inflicts #2 damage every six seconds.
ID: 17626^6
Instant Duration.
ID: 17627^1
Polyrefractive Assault
ID: 17627^4
This passive ability applies a 2 percent increase in damage for your Polyrefractive Assault spells. Each rank increases this damage by an additional 2 percent.
ID: 17627^6
Instant Duration.
ID: 17628^6
Instant Duration.
ID: 17629^6
Instant Duration.
ID: 17630^1
Bewildering Constriction
ID: 17630^4
This passive ability applies a 2 percent increase in damage for your Bewildering Constriction spells. Each rank increases this damage by an additional 2 percent.
ID: 17630^6
Decreases melee attack speed to #1 percent. Inflicts #3 damage every six seconds.
ID: 17631^6
Drains #1 mana every six seconds.
ID: 17632^6
Instant Duration.
ID: 17633^1
Mindsunder
ID: 17633^4
This passive ability applies a 2 percent increase in damage for your Mindsunder spells. Each rank increases this damage by an additional 2 percent.
ID: 17633^6
Decreases armor class by #1.
ID: 17634^6
Instant Duration.
ID: 17635^6
Slows the target's movement and causes damage for the duration of the spell.
ID: 17636^6
Slows the target's attack speed.
ID: 17637^6
Slows the target's movement and causes damage for the duration of the spell.
ID: 17638^6
Slows the target's attack speed and causes damage.
ID: 17639^6
Slows the target's movement and causes damage for the duration of the spell.
ID: 17640^6
Slows the target's attack speed and causes damage.
ID: 17641^6
Damages you with a sharp dart of ice.
ID: 17642^6
Damages you with a sharp dart of ice.
ID: 17643^6
Damages you with a sharp dart of ice.
ID: 17644^6
Locks you in place with magical icy shackles.
ID: 17645^6
Locks you in place with magical icy shackles.
ID: 17646^6
Locks you in place with magical icy shackles.
ID: 17647^6
Instant Duration.
ID: 17648^6
Instant Duration.
ID: 17649^6
Instant Duration.
ID: 17650^6
Instant Duration.
ID: 17651^6
Instant Duration.
ID: 17652^6
Instant Duration.
ID: 17653^6
Instant Duration.
ID: 17654^6
Instant Duration.
ID: 17655^6
Instant Duration.
ID: 17656^6
Instant Duration.
ID: 17657^6
Instant Duration.
ID: 17658^6
Instant Duration.
ID: 17659^6
Instant Duration.
ID: 17660^6
Instant Duration.
ID: 17661^6
Instant Duration.
ID: 17662^6
Instant Duration.
ID: 17663^6
Instant Duration.
ID: 17664^6
Instant Duration.
ID: 17665^6
Instant Duration.
ID: 17666^6
Instant Duration.
ID: 17667^6
Instant Duration.
ID: 17668^6
A sharp bladed attack which cuts through vital flesh, causing significant bleeding.
ID: 17669^6
Instant Duration.
ID: 17670^6
A jarring vision of one's own death which leaves their defenses open and their body wracked with agony.
ID: 17671^6
Instant Duration.
ID: 17672^6
Infectious powdery spores infect your flesh and draw water from your body, damaging healthy tissues.
ID: 17673^6
Instant Duration.
ID: 17674^6
Instant Duration.
ID: 17675^6
Slows and confuses your mental processes, making it very difficult to move or fight.
ID: 17676^6
Instant Duration.
ID: 17677^6
Instant Duration.
ID: 17678^6
Hurls a fish at your target.
ID: 17679^6
Instant Duration.
ID: 17680^6
Instant Duration.
ID: 17681^6
Instant Duration
ID: 17682^6
Inflicts #1 damage initially and #2 damage every six seconds.
ID: 17683^6
Inflicts #1 damage initially. Decreases melee attack speed by #2 percent.
ID: 17684^6
Inflicts #1 damage every six seconds. Increases melee damage received by #2 percent. Decreases attack rating by #3. Decreases movement rate by #4 percent.
ID: 17685^6
Enthralls.
ID: 17686^6
Instant Duration.
ID: 17687^6
Instant Duration.
ID: 17688^6
Increases block chance.
ID: 17689^6
Instant Duration.
ID: 17690^6
Inflicts #1 damage every six seconds.
ID: 17691^6
Instant Duration.
ID: 17692^6
Decreases sobriety. Decreases melee attack speed by #2 percent.
ID: 17693^6
Instant Duration.
ID: 17694^6
Inflicts #1 damage initially and #2 damage every six seconds.
ID: 17695^6
Instant Duration.
ID: 17696^6
Inflicts #1 damage initially and #2 damage every six seconds.
ID: 17697^6
Instant Duration.
ID: 17698^6
Instant Duration.
ID: 17699^6
Instant Duration.
ID: 17700^6
Inflicts #1 damage initially and #2 damage every six seconds.
ID: 17701^6
Limits current endurance to #1 percent. Decreases movement rate by #3 percent. Increases melee damage received by #2 percent.
ID: 17702^6
Enthralls.
ID: 17703^6
Inflicts #1 damage initially and #2 damage every six seconds.
ID: 17704^6
Struck by a powerful blow, you have difficulty aiming for critical strikes.
ID: 17705^6
Decreases melee attack speed by #2 percent.
ID: 17706^6
Instant Duration.
ID: 17707^6
Fears.
ID: 17708^6
Instant Duration.
ID: 17709^6
Instant Duration.
ID: 17710^6
Instant Duration.
ID: 17711^6
Instant Duration.
ID: 17712^6
Instant Duration.
ID: 17713^6
Instant Duration.
ID: 17714^6
Instant Duration.
ID: 17715^6
Instant Duration.
ID: 17716^6
Instant Duration.
ID: 17717^6
Instant Duration.
ID: 17718^6
Instant Duration.
ID: 17719^6
Increases the target's casting time and attack delay, along with causing damage over time.
ID: 17720^6
Stuns the target and causes damage over time.
ID: 17721^6
Causes fear in the target.
ID: 17722^6
Causes instant damage and longer-term armor class loss.
ID: 17723^6
Enthralls the target.
ID: 17724^6
Instant Duration.
ID: 17725^6
Increases the target's casting time and attack delay, along with causing instant damage.
ID: 17726^6
Instant Duration.
ID: 17727^6
Enthralls the target.
ID: 17728^6
Instant Duration.
ID: 17729^6
Roots the target.
ID: 17730^6
Instant Duration.
ID: 17731^6
Instant Duration.
ID: 17732^6
Instant Duration.
ID: 17733^6
Instant Duration.
ID: 17734^6
Instant Duration.
ID: 17735^6
Instant Duration.
ID: 17736^6
Instant Duration.
ID: 17737^6
Instant Duration.
ID: 17738^6
Instant Duration.
ID: 17739^6
Instant Duration.
ID: 17740^6
Instant Duration.
ID: 17741^6
Instant Duration.
ID: 17742^6
Causes immediate damage along with damage over time.
ID: 17743^6
Reduces movement and attack speed, along with doing damage over time.
ID: 17744^6
Instant Duration.
ID: 17745^6
Instant Duration.
ID: 17746^6
Instant Duration.
ID: 17747^6
Instant Duration.
ID: 17748^6
Instant Duration.
ID: 17749^6
Instant Duration.
ID: 17750^6
Causes the target to defend the caster.
ID: 17751^6
Will stun the target and cause damage over time.
ID: 17752^6
Instant Duration.
ID: 17753^6
Instant Duration.
ID: 17754^6
Target can not cast spells.
ID: 17755^6
Target forgets how to use special combat maneuvers.
ID: 17756^6
Instant Duration.
ID: 17757^6
Weakens the targets armor, musculature and mind.
ID: 17758^6
Instant Duration.
ID: 17759^6
Stuns target and does damage over time.
ID: 17760^6
Stuns target and does damage over time.
ID: 17761^6
Instant Duration.
ID: 17762^6
Instant Duration.
ID: 17763^6
Instant Duration.
ID: 17764^6
Instant Duration.
ID: 17765^6
Will frighten the target.
ID: 17766^6
Will enthrall the target insect for the duration of the spell.
ID: 17767^6
Instant Duration.
ID: 17768^6
Instant Duration.
ID: 17769^6
Instant Duration.
ID: 17770^6
Instant Duration.
ID: 17771^6
Instant Duration.
ID: 17772^6
Instant Duration.
ID: 17773^6
Instant Duration.
ID: 17774^6
Instant Duration.
ID: 17775^6
Instant Duration.
ID: 17776^6
Instant Duration.
ID: 17777^6
Unstable and growing mass pulls on those around it will terrible force.
ID: 17778^6
Instant Duration.
ID: 17779^6
Instant Duration.
ID: 17780^6
Instant Duration.
ID: 17781^6
Instant Duration.
ID: 17782^6
Instant Duration.
ID: 17783^6
Instant Duration.
ID: 17784^6
Instant Duration.
ID: 17785^6
Instant Duration.
ID: 17786^6
Instant Duration.
ID: 17787^6
Instant Duration.
ID: 17788^6
Instant Duration.
ID: 17789^6
Instant Duration.
ID: 17790^6
Instant Duration.
ID: 17791^6
Instant Duration.
ID: 17792^6
Instant Duration.
ID: 17793^6
Silences.
ID: 17794^6
Instant Duration.
ID: 17795^6
Instant Duration.
ID: 17796^6
Decreases movement rate.
ID: 17797^6
Instant Duration.
ID: 17798^6
Struck by a powerful blow, you have difficulty aiming for critical strikes.
ID: 17799^6
Charms. Melee attacks have a chance to strike the victim with a Fiery Fist.
ID: 17800^6
Instant Duration.
ID: 17801^6
Inflicts #2 damage if struck by melee.
ID: 17802^6
Inflicts #2 damage if struck by a spell.
ID: 17803^6
Instant Duration.
ID: 17804^6
Instant Duration.
ID: 17805^6
Inflicts between #2 and @2 damage initially. Pulls toward the caster.
ID: 17806^6
Pulls toward the caster.
ID: 17807^6
Reduces all melee damage done by #2. Decreases melee attack speed by #3 percent. Casts Suffering when cured.
ID: 17808^6
Reduces all spell damage done by #1. Casts Pain when cured.
ID: 17809^6
Inflicts #2 damage if struck by melee. Inflicts #1 damage if struck by a spell.
ID: 17810^6
Instant Duration.
ID: 17811^6
Instant Duration.
ID: 17812^6
Instant Duration.
ID: 17813^6
Increases damage taken by cold-based spells by up to $1 percent. Inflicts #2 damage if struck by melee.
ID: 17814^6
Increases damage taken by cold-based spells by up to $1 percent. Inflicts #2 damage if struck by a spell.
ID: 17815^6
Reflects.
ID: 17816^6
Instant Duration.
ID: 17817^6
Increases damage taken by magic-based spells by up to $1 percent.
ID: 17818^6
Pushes away from the caster.
ID: 17819^6
Roots.
ID: 17820^6
Inflicts an increasing amount of damage every six seconds. Fades after 30 melee attacks have been made.
ID: 17821^6
Instant Duration.
ID: 17822^6
Instant Duration.
ID: 17823^6
Instant Duration.
ID: 17824^6
Teleports comrades to safety.
ID: 17825^6
Instant Duration.
ID: 17826^6
Instant Duration.
ID: 17827^6
Decreases movement rate by #1 percent. Decreases melee attack speed by #2 percent.
ID: 17828^6
Instant Duration.
ID: 17829^6
Inflicts #2 damage initially and #1 damage every six seconds.
ID: 17830^6
Instant Duration.
ID: 17831^6
Charms.
ID: 17832^6
Instant Duration.
ID: 17833^6
Inflicts #2 damage initially and #3 damage every six seconds. Spreads to nearby allies every eight seconds.
ID: 17834^6
Instant Duration.
ID: 17835^6
Instant Duration.
ID: 17836^6
Inflicts #1 damage to melee attackers. Increases armor class by #2.
ID: 17837^6
Instant Duration.
ID: 17838^6
Increases armor class by #1. Roots. Increases hit points by #3 every six seconds. Inflicts #1 damage to melee attackers.
ID: 17839^6
Reduces all stats by #1. Shrinks. Inflicts #3 damage every six seconds.
ID: 17840^6
NO LONGER USED.
ID: 17841^6
Instant Duration.
ID: 17842^6
Charms.
ID: 17843^6
Instant Duration.
ID: 17844^6
Blinds. Inflicts #1 damage every six seconds.
ID: 17845^6
Instant Duration.
ID: 17846^6
Summons a drake of pure nature that offers some protection against corruption.
ID: 17847^6
Cloaks you in a shimmering illusion that makes you appear to be a raptor. Grants you increased movement speed.
ID: 17848^6
Cloaks you in a shimmering illusion that makes you appear to be a gnome pirate. Grants you increased damage with slashing and piercing weapons.
ID: 17849^6
Summons a fast bound ember wurm mount.
ID: 17850^6
Summons a fast bound frost wurm mount.
ID: 17851^6
Covers your hands in death and decay. Grants a small amount disease spell damage.
ID: 17852^6
You lay down a path of fire. Grants a small increase to fire spell damage.
ID: 17853^6
Instant Duration.
ID: 17854^6
Instant Duration.
ID: 17855^6
Instant Duration.
ID: 17856^6
Instant Duration.
ID: 17857^6
Instant Duration.
ID: 17858^6
Instant Duration.
ID: 17859^6
Instant Duration.
ID: 17860^6
Instant Duration.
ID: 17861^6
Instant Duration.
ID: 17862^6
Instant Duration.
ID: 17863^6
Instant Duration.
ID: 17864^6
Cloaks you in a shimmering illusion that makes you appear to be a polka dotted rabbit.
ID: 17865^6
Creates a shield of mana which will absorb #1 damage. When the shield fades from time or damage, you will recover mana from the shield.
ID: 17866^6
Instant Duration.
ID: 17867^6
Creates a shield of mana which will absorb #1 damage. When the shield fades from time or damage, you will recover mana from the shield.
ID: 17868^6
Instant Duration.
ID: 17869^6
Creates a shield of mana which will absorb #1 damage. When the shield fades from time or damage, you will recover mana from the shield.
ID: 17870^6
Instant Duration.
ID: 17871^6
Creates a shield of mana which will absorb #1 damage. When the shield fades from time or damage, you will recover mana from the shield.
ID: 17872^6
Instant Duration.
ID: 17873^6
Increases damage with melee attacks by #1 percent.
ID: 17874^6
Cloaks you in a shimmering illusion that makes you appear to be a polka dotted rabbit.
ID: 17875^6
Instant Duration.
ID: 17876^6
Instant Duration.
ID: 17877^6
Instant Duration.
ID: 17878^6
Instant Duration.
ID: 17879^6
Instant Duration.
ID: 17880^6
Instant Duration.
ID: 17881^6
Instant Duration.
ID: 17882^6
Transports you to the Grounds.
ID: 17883^6
Transports your group to the Grounds.
ID: 17884^6
Opens a mystical portal that teleports your target to the Grounds.
ID: 17885^6
Transports you to the Grounds.
ID: 17886^6
Transports your group to the Grounds.
ID: 17887^6
Opens an arcane portal that teleports your target to the Grounds.
ID: 17888^6
Instant Duration.
ID: 17889^6
Instant Duration.
ID: 17890^6
Instant Duration.
ID: 17891^6
Instant Duration.
ID: 17892^6
Instant Duration.
ID: 17893^6
Instant Duration.
ID: 17894^6
Enthralls the target for the duration.
ID: 17895^6
Instant Duration.
ID: 17896^6
Instant Duration.
ID: 17897^6
Causes damage, loss of armor class and slowed movement and attack.
ID: 17898^6
Instant Duration.
ID: 17899^6
Instant Duration.
ID: 17900^6
Damages anyone that hits the spell caster.
ID: 17901^6
Instant Duration.
ID: 17902^6
Instant Duration.
ID: 17903^6
Instant Duration.
ID: 17904^6
Instant Duration.
ID: 17905^6
Instant Duration.
ID: 17906^6
Instant Duration.
ID: 17907^6
Instant Duration.
ID: 17908^6
Instant Duration.
ID: 17909^6
Instant Duration.
ID: 17910^6
Instant Duration.
ID: 17911^6
Instant Duration.
ID: 17912^6
Instant Duration.
ID: 17913^6
Instant Duration.
ID: 17914^6
Instant Duration.
ID: 17915^6
Instant Duration.
ID: 17916^6
Instant Duration.
ID: 17917^6
Blinds. Inflicts #1 damage initially.
ID: 17918^6
Instant Duration.
ID: 17919^6
Increases the reuse time on most spells. Inflicts #2 damage every six seconds.
ID: 17920^6
Decreases movement rate by #3 percent. Decreases melee attack speed by #2 percent. Inflicts #1 damage every six seconds.
ID: 17921^6
Stuns. Inflicts #1 damage initially and #3 damage every six seconds.
ID: 17922^6
Inflicts #1 damage every six seconds. Consumes #2 mana and endurance every six seconds. Decreases movement rate by #4 percent. Decreases melee attack speed by #5 percent.
ID: 17923^6
Instant Duration.
ID: 17924^6
Silences.
ID: 17925^6
Inflicts #3 damage every six seconds. Consumes #1 mana every six seconds.
ID: 17926^6
Instant Duration.
ID: 17927^6
Fungal form.
ID: 17928^6
Fungal form.
ID: 17929^6
Heals #1 hit points initially. Heals #10 hit points every six seconds.
ID: 17930^6
Instant Duration.
ID: 17931^6
Inflicts #1 damage initially. Pulls toward the caster.
ID: 17932^6
Increases damage taken by corruption-based spells by up to $1 percent.
ID: 17933^6
Increases damage taken by disease-based spells by up to $1 percent.
ID: 17934^6
Increases damage taken by poison-based spells by up to $1 percent.
ID: 17935^6
Increases damage taken by magic-based spells by up to $1 percent.
ID: 17936^6
Increases damage taken by fire-based spells by up to $1 percent.
ID: 17937^6
Increases damage taken by cold-based spells by up to $1 percent.
ID: 17938^6
UNKNOWN.
ID: 17939^6
Inflicts #2 damage to melee attackers.
ID: 17940^6
Instant Duration.
ID: 17941^6
A fierce tether binds you, leaving you unable to run away.
ID: 17942^6
Instant Duration.
ID: 17943^6
Venom wracks your body, sapping your HP, Mana, and Endurance.
ID: 17944^6
The great wolf has you locked in his jaws, thrashing you back and forth for heavy damage. You cannot escape until he releases you.
ID: 17945^6
You feel cool breezes soothe your pain. Something doesn't feel right...
ID: 17946^6
You are enveloped in a curse of darkest night, blinding you and inflicting heavy damage.
ID: 17947^6
A cloud of venemous blood envelops you, causing heavy damage and slowing your attack speed.
ID: 17948^6
You are partially blinded with searing spittle, greatly reducing your casting range and causing moderate damage.
ID: 17949^6
A spray of venemous blood splatters you, causing heavy damage and stunning you.
ID: 17950^6
Instant Duration.
ID: 17951^6
Oozing pustules crawl all over you, causing heavy damage. This disease will spread to anyone nearby after a short time.
ID: 17952^6
Dark forces repel you from your target.
ID: 17953^6
Instant Duration.
ID: 17954^6
You are touched by fear, fleeing from the source of your fear.
ID: 17955^6
A dread pulse washes over you, briefly stunning you and leaving you dazed.
ID: 17956^6
Your blood is being siphoned, feeding the rotdog at the expense of your own health.
ID: 17957^6
You are covered in rot, causing instant heavy damage and moderate damage over time.
ID: 17958^6
You are covered in stinging bees, causing moderate damage and greatly reducing your spell damage.
ID: 17959^6
Instant Duration.
ID: 17960^6
You are terrified, and the monster is chasing you! You must flee!
ID: 17961^6
A curse begins to boil your blood. Damage will increase as the curse progresses.
ID: 17962^6
You are struck in several vital locations, causing immediate heavy damage and moderate damage over time.
ID: 17963^6
Instant Duration.
ID: 17964^6
Instant Duration.
ID: 17965^6
Instant Duration.
ID: 17966^6
Instant Duration.
ID: 17967^6
Instant Duration.
ID: 17968^6
Your achilles tendon has been struck, severely affecting your ability to move.
ID: 17969^6
Instant Duration.
ID: 17970^6
Damages target while slowing movement and attack speed.
ID: 17971^6
Causes damage and prevents spell casting.
ID: 17972^6
Causes harm to enemies that hit the caster.
ID: 17973^6
Instant Duration.
ID: 17974^6
Instant Duration.
ID: 17975^6
Instant Duration.
ID: 17976^6
Instant Duration.
ID: 17977^6
Instant Duration.
ID: 17978^6
Instant Duration.
ID: 17979^6
Instant Duration.
ID: 17980^6
Instant Duration.
ID: 17981^6
Instant Duration.
ID: 17982^6
Instant Duration.
ID: 17983^6
Instant Duration.
ID: 17984^6
Instant Duration.
ID: 17985^6
Instant Duration.
ID: 17986^6
Instant Duration.
ID: 17987^6
Instant Duration.
ID: 17988^6
Instant Duration.
ID: 17989^6
Instant Duration.
ID: 17990^6
Damages and stuns the target.
ID: 17991^6
Instant duration.
ID: 17992^6
Pulls the target toward the caster, damaging them for the duration.
ID: 17993^6
Instant Duration.
ID: 17994^6
Instant Duration.
ID: 17995^6
Instant Duration.
ID: 17996^6
Instant Duration.
ID: 17997^6
Instant Duration.
ID: 17998^6
Instant Duration.
ID: 17999^6
Instant Duration.
ID: 18000^6
A whispering song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 18001^6
A whispering song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 18002^6
A whispering song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 18003^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 18004^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 18005^6
A quiet lullaby that causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 18006^6
Calls forth the blessing of Rodcet Nife to regenerate the health and mana of your group.
ID: 18007^6
Calls forth the blessing of Rodcet Nife to regenerate the health and mana of your group.
ID: 18008^6
Calls forth the blessing of Rodcet Nife to regenerate the health and mana of your group.
ID: 18009^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 18010^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 18011^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 18012^6
Covers your group in shadowy dark vines, granting them protection from melee and spell attacks.
ID: 18013^6
Covers your group in shadowy dark vines, granting them protection from melee and spell attacks.
ID: 18014^6
Covers your group in shadowy dark vines, granting them protection from melee and spell attacks.
ID: 18015^6
This energizing psalm increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 18016^6
This energizing psalm increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 18017^6
This energizing psalm increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 18018^6
Calls forth the blessing of Rodcet Nife to regenerate the health and mana of nearby allies.
ID: 18019^6
Calls forth the blessing of Rodcet Nife to regenerate the health and mana of nearby allies.
ID: 18020^6
Calls forth the blessing of Rodcet Nife to regenerate the health and mana of nearby allies.
ID: 18021^6
This purifying tune slowly removes the corruption from your target's system.
ID: 18022^6
This purifying tune slowly removes the corruption from your target's system.
ID: 18023^6
This purifying tune slowly removes the corruption from your target's system.
ID: 18024^6
A bewitching melody that charms the target, allowing you to command it.
ID: 18025^6
A bewitching melody that charms the target, allowing you to command it.
ID: 18026^6
A bewitching melody that charms the target, allowing you to command it.
ID: 18027^6
Despite its discordant nature, this song causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 18028^6
Despite its discordant nature, this song causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 18029^6
Despite its discordant nature, this song causes your target to fall into an enchanted sleep. Affects creatures up to level @1.
ID: 18030^6
When Gruber's song builds to a crescendo it awakens the senses of your group members, invigorating both their minds and bodies.
ID: 18031^6
When Gruber's song builds to a crescendo it awakens the senses of your group members, invigorating both their minds and bodies.
ID: 18032^6
When Gruber's song builds to a crescendo it awakens the senses of your group members, invigorating both their minds and bodies.
ID: 18033^6
Instant Duration.
ID: 18034^6
Instant Duration.
ID: 18035^6
Instant Duration.
ID: 18036^6
A dark dirge that causes between #1 and @1 damage to all enemies in an area around your target.
ID: 18037^6
A dark dirge that causes between #1 and @1 damage to all enemies in an area around your target.
ID: 18038^6
A dark dirge that causes between #1 and @1 damage to all enemies in an area around your target.
ID: 18039^6
Those that hear the spry sonata move with a serpentine precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 18040^6
Those that hear the spry sonata move with a serpentine precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 18041^6
Those that hear the spry sonata move with a serpentine precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 18042^6
This tune increases the effectiveness of magic-based damage over time spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 18043^6
This tune increases the effectiveness of magic-based damage over time spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 18044^6
This tune increases the effectiveness of magic-based damage over time spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 18045^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 18046^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 18047^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 18048^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 18049^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 18050^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 18051^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 18052^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 18053^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 18054^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 18055^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 18056^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 18057^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 18058^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 18059^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 18060^6
Increases the yield of your companions' healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 18061^6
Increases the yield of your companions' healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 18062^6
Increases the yield of your companions' healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 18063^6
The song of the warlord inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, and damaging attackers by up to @4.
ID: 18064^6
The song of the warlord inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, and damaging attackers by up to @4.
ID: 18065^6
The song of the warlord inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, and damaging attackers by up to @4.
ID: 18066^6
Fuels the destructive power of your group members, applying an additional damage effect to their attacks and every damaging spell they cast.
ID: 18067^6
Fuels the destructive power of your group members, applying an additional damage effect to their attacks and every damaging spell they cast.
ID: 18068^6
Fuels the destructive power of your group members, applying an additional damage effect to their attacks and every damaging spell they cast.
ID: 18069^6
Instant Duration.
ID: 18070^6
Instant Duration.
ID: 18071^6
Instant Duration.
ID: 18072^6
Increases your companions' attack speed and spell damage, as long as they stay inside the area of the aura.
ID: 18073^6
Increases your companions' attack speed and spell damage, as long as they stay inside the area of the aura.
ID: 18074^6
Increases your companions' attack speed and spell damage, as long as they stay inside the area of the aura.
ID: 18075^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 18076^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 18077^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent.
ID: 18078^6
Grants your companions immunity to fear. Fades on use.
ID: 18079^6
Grants your companions immunity to fear. Fades on use.
ID: 18080^6
Grants your companions immunity to fear. Fades on use.
ID: 18081^6
Grants your companions a #1 percent chance to twincast any spell.
ID: 18082^6
Grants your companions a #1 percent chance to twincast any spell.
ID: 18083^6
Grants your companions a #1 percent chance to twincast any spell.
ID: 18084^6
If a companion perishes, your remaining group members will take reduced spell and melee damage for a time.
ID: 18085^6
If a companion perishes, your remaining group members will take reduced spell and melee damage for a time.
ID: 18086^6
If a companion perishes, your remaining group members will take reduced spell and melee damage for a time.
ID: 18087^6
Reduces spell damage taken by #1 percent, up to a maximum of @1 damage. Reduces melee damage taken by #2 damage, up to a maximum of @2 damage.
ID: 18088^6
Reduces spell damage taken by #1 percent, up to a maximum of @1 damage. Reduces melee damage taken by #2 damage, up to a maximum of @2 damage.
ID: 18089^6
Reduces spell damage taken by #1 percent, up to a maximum of @1 damage. Reduces melee damage taken by #2 damage, up to a maximum of @2 damage.
ID: 18090^6
Grants your companions the chance to reflect #1 percent of incoming detrimental spells back at their caster for @1 percent of the effect.
ID: 18091^6
Grants your companions the chance to reflect #1 percent of incoming detrimental spells back at their caster for @1 percent of the effect.
ID: 18092^6
Grants your companions the chance to reflect #1 percent of incoming detrimental spells back at their caster for @1 percent of the effect.
ID: 18093^6
Summons a horde of vermin to attack your target.
ID: 18094^6
Summons a horde of vermin to attack your target.
ID: 18095^6
Summons a horde of vermin to attack your target.
ID: 18096^6
Calls forth the blessing of Rodcet Nife to regenerate the health and mana of your group, as long as they stay inside the area of the aura.
ID: 18097^6
Calls forth the blessing of Rodcet Nife to regenerate the health and mana of your group, as long as they stay inside the area of the aura.
ID: 18098^6
Calls forth the blessing of Rodcet Nife to regenerate the health and mana of your group, as long as they stay inside the area of the aura.
ID: 18099^6
Instant Duration.
ID: 18100^6
Instant Duration.
ID: 18101^6
Instant Duration.
ID: 18102^6
Instant Duration.
ID: 18103^6
Instant Duration.
ID: 18104^6
Instant Duration.
ID: 18105^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption.
ID: 18106^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption.
ID: 18107^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption.
ID: 18108^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 18109^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 18110^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 18111^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 18112^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 18113^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 18114^6
Imbues your group with the focus of Yemall, providing increased hit points for %z.
ID: 18115^6
Imbues your group with the focus of Yemall, providing increased hit points for %z.
ID: 18116^6
Imbues your group with the focus of Yemall, providing increased hit points for %z.
ID: 18117^6
Fills your group with spiritual brawn, increasing their hit points and attack rating for %z.
ID: 18118^6
Fills your group with spiritual brawn, increasing their hit points and attack rating for %z.
ID: 18119^6
Fills your group with spiritual brawn, increasing their hit points and attack rating for %z.
ID: 18120^6
Imbues your pet with the promise of a great heal in %z.
ID: 18121^6
Imbues your pet with the promise of a great heal in %z.
ID: 18122^6
Imbues your pet with the promise of a great heal in %z.
ID: 18123^6
Instant Duration.
ID: 18124^6
Instant Duration.
ID: 18125^6
Instant Duration.
ID: 18126^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating. Increases the attack speed of your group members.
ID: 18127^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating. Increases the attack speed of your group members.
ID: 18128^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating. Increases the attack speed of your group members.
ID: 18129^6
Fills your warder with the spirit of Vaxztn, increasing their dexterity and giving them a chance to perform a stunning disease attack.
ID: 18130^6
Fills your warder with the spirit of Vaxztn, increasing their dexterity and giving them a chance to perform a stunning disease attack.
ID: 18131^6
Fills your warder with the spirit of Vaxztn, increasing their dexterity and giving them a chance to perform a stunning disease attack.
ID: 18132^6
Instant Duration.
ID: 18133^6
Instant Duration.
ID: 18134^6
Instant Duration.
ID: 18135^6
Increases your warder's dexterity and gives them a chance to perform a debilitating attack that will slow and damage their target.
ID: 18136^6
Increases your warder's dexterity and gives them a chance to perform a debilitating attack that will slow and damage their target.
ID: 18137^6
Increases your warder's dexterity and gives them a chance to perform a debilitating attack that will slow and damage their target.
ID: 18138^6
Inflicts #1 damage every six seconds. Reduces attack speed.
ID: 18139^6
Inflicts #1 damage every six seconds. Reduces attack speed.
ID: 18140^6
Inflicts #1 damage every six seconds. Reduces attack speed.
ID: 18141^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 18142^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 18143^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 18144^6
Envelops your group in an aura of spiritual enlightenment, increasing their mana and hit point regeneration.
ID: 18145^6
Envelops your group in an aura of spiritual enlightenment, increasing their mana and hit point regeneration.
ID: 18146^6
Envelops your group in an aura of spiritual enlightenment, increasing their mana and hit point regeneration.
ID: 18147^6
Bestows an ethervoid guard upon your pet, protecting it from the next #1 incoming attacks.
ID: 18148^6
Bestows an ethervoid guard upon your pet, protecting it from the next #1 incoming attacks.
ID: 18149^6
Bestows an ethervoid guard upon your pet, protecting it from the next #1 incoming attacks.
ID: 18150^6
Summons a feral warder to aid you in battle.
ID: 18151^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 18152^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 18153^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 18154^6
Fills your target with ruthless ferocity, increasing their resistances, attack rating, and stamina.
ID: 18155^6
Fills your target with ruthless ferocity, increasing their resistances, attack rating, and stamina.
ID: 18156^6
Fills your target with ruthless ferocity, increasing their resistances, attack rating, and stamina.
ID: 18157^6
Bites your target with the Vitrik's beak, inflicting #1 damage.
ID: 18158^6
Bites your target with the Vitrik's beak, inflicting #1 damage.
ID: 18159^6
Bites your target with the Vitrik's beak, inflicting #1 damage.
ID: 18160^6
Places a guard on your warder that greatly increases its chance to mitigate or completely resist detrimental spells.
ID: 18161^6
Places a guard on your warder that greatly increases its chance to mitigate or completely resist detrimental spells.
ID: 18162^6
Places a guard on your warder that greatly increases its chance to mitigate or completely resist detrimental spells.
ID: 18163^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 18164^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 18165^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 18166^6
Instant Duration.
ID: 18167^6
Instant Duration.
ID: 18168^6
Instant Duration.
ID: 18169^6
Instant Duration.
ID: 18170^6
Assaults your target with a flurry of savage attacks.
ID: 18171^6
Assaults your target with a flurry of savage attacks.
ID: 18172^6
Assaults your target with a flurry of savage attacks.
ID: 18173^6
Increases attack speed.
ID: 18174^6
Increases attack speed.
ID: 18175^6
Increases attack speed.
ID: 18176^6
Bestows a protective guard upon your pet, protecting it from the next #1 incoming attacks. When this protection fades, your pet will gain a large increase to attack speed and damage for 30 seconds.
ID: 18177^6
Bestows a protective guard upon your pet, protecting it from the next #1 incoming attacks. When this protection fades, your pet will gain a large increase to attack speed and damage for 30 seconds.
ID: 18178^6
Bestows a protective guard upon your pet, protecting it from the next #1 incoming attacks. When this protection fades, your pet will gain a large increase to attack speed and damage for 30 seconds.
ID: 18179^6
Increases all melee damage done by #1 percent.
ID: 18180^6
Increases all melee damage done by #1 percent.
ID: 18181^6
Increases all melee damage done by #1 percent.
ID: 18182^6
Infuses you and your pet with the power of a jaguar, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 18183^6
Infuses you and your pet with the power of a jaguar, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 18184^6
Infuses you and your pet with the power of a jaguar, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 18185^6
Infuses you and your pet with the power of a jaguar, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 18186^6
Infuses you and your pet with the power of a jaguar, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 18187^6
Infuses you and your pet with the power of a jaguar, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 18188^6
Heals your pet for #1 hit points every six seconds. When this spell wears off, the bearer will experience a miraculous mending.
ID: 18189^6
Heals your pet for #1 hit points every six seconds. When this spell wears off, the bearer will experience a miraculous mending.
ID: 18190^6
Heals your pet for #1 hit points every six seconds. When this spell wears off, the bearer will experience a miraculous mending.
ID: 18191^6
Instant Duration.
ID: 18192^6
Instant Duration.
ID: 18193^6
Instant Duration.
ID: 18194^6
Increases the amount of damage received from melee attacks by #1 for ten hits.
ID: 18195^6
Increases the amount of damage received from melee attacks by #1 for ten hits.
ID: 18196^6
Increases the amount of damage received from melee attacks by #1 for ten hits.
ID: 18197^6
Forges several Axes of the Eradicator.
ID: 18198^6
Aims an axe of the eradicator at your opponent's legs, causing slower movement speed for a short time.
ID: 18199^6
Aims an axe of the eradicator at your opponent's legs, causing slower movement speed for a short time.
ID: 18200^6
Aims an axe of the eradicator at your opponent's legs, causing slower movement speed for a short time.
ID: 18201^6
Using this high-pitched scream, you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
ID: 18202^6
Using this high-pitched scream you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
ID: 18203^6
Using this high-pitched scream you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
ID: 18204^6
Aims an axe of the eradicator at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 18205^6
Aims an axe of the eradicator at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 18206^6
Aims an axe of the eradicator at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 18207^6
Throws an axe of the eradicator wildly, briefly distracting your opponent.
ID: 18208^6
Throws an axe of the eradicator wildly, briefly distracting your opponent.
ID: 18209^6
Throws an axe of the eradicator wildly, briefly distracting your opponent.
ID: 18210^6
Hurls an axe of the eradicator to slash the skin of your target, causing #1 damage every six seconds for %z. The exertion of the blood hatchet attack will injure you.
ID: 18211^6
Hurls an axe of the eradicator to slash the skin of your target, causing #1 damage every six seconds for %z. The exertion of the blood hatchet attack will injure you.
ID: 18212^6
Hurls an axe of the eradicator to slash the skin of your target, causing #1 damage every six seconds for %z. The exertion of the blood hatchet attack will injure you.
ID: 18213^6
Sacrifices endurance to receive a fourth wind, allowing you an increased endurance regeneration of #1 every six seconds for %z.
ID: 18214^6
Sacrifices endurance to receive a fourth wind, allowing you an increased endurance regeneration of #1 every six seconds for %z.
ID: 18215^6
Sacrifices endurance to receive a fourth wind, allowing you an increased endurance regeneration of #1 every six seconds for %z.
ID: 18216^6
Launches a volley of four axes at your target.
ID: 18217^6
Launches a volley of four axes at your target.
ID: 18218^6
Launches a volley of four axes at your target.
ID: 18219^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 18220^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 18221^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 18222^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 18223^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 18224^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 18225^6
Instant Duration.
ID: 18226^6
Instant Duration.
ID: 18227^6
Instant Duration.
ID: 18228^6
Bestows your target with a blessing of loyalty, allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 18229^6
Bestows your target with a blessing of loyalty, allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 18230^6
Bestows your target with a blessing of loyalty, allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 18231^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 18232^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 18233^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 18234^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 18235^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 18236^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 18237^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 18238^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 18239^6
Covers your target in a holy guard, increasing their armor class for %z.
ID: 18240^6
Leaves your enemy awestruck, briefly stunning them and causing between #2 and @2 damage. This spell works on creatures up to level @1.
ID: 18241^6
Leaves your enemy awestruck, briefly stunning them and causing between #2 and @2 damage. This spell works on creatures up to level @1.
ID: 18242^6
Leaves your enemy awestruck, briefly stunning them and causing between #2 and @2 damage. This spell works on creatures up to level @1.
ID: 18243^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 18244^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 18245^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 18246^6
Fills your target with gallantry, granting them increased hit points and armor class for %z.
ID: 18247^6
Fills your target with gallantry, granting them increased hit points and armor class for %z.
ID: 18248^6
Fills your target with gallantry, granting them increased hit points and armor class for %z.
ID: 18249^6
Provides your target with heroic valor, increasing their hit points and armor class for %z.
ID: 18250^6
Provides your target with heroic valor, increasing their hit points and armor class for %z.
ID: 18251^6
Provides your target with heroic valor, increasing their hit points and armor class for %z.
ID: 18252^6
Fills your target's body with devout elixir, healing #1 hit points every six seconds for %z.
ID: 18253^6
Fills your target's body with devout elixir, healing #1 hit points every six seconds for %z.
ID: 18254^6
Fills your target's body with devout elixir, healing #1 hit points every six seconds for %z.
ID: 18255^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 18256^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 18257^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 18258^6
Places the protection of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 18259^6
Places the protection of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 18260^6
Places the protection of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 18261^6
Bathes your target in sacred light, healing between #1 and @1 hit points.
ID: 18262^6
Bathes your target in sacred light, healing between #1 and @1 hit points.
ID: 18263^6
Bathes your target in sacred light, healing between #1 and @1 hit points.
ID: 18264^6
Strikes an enemy with holy might, briefly stunning them. This spell works on creatures up to level @1.
ID: 18265^6
Strikes an enemy with holy might, briefly stunning them. This spell works on creatures up to level @1.
ID: 18266^6
Strikes an enemy with holy might, briefly stunning them. This spell works on creatures up to level @1.
ID: 18267^6
Covers your group in a holy guard, increasing their armor class for %z.
ID: 18268^6
Covers your group in a holy guard, increasing their armor class for %z.
ID: 18269^6
Covers your group in a holy guard, increasing their armor class for %z.
ID: 18270^6
Imbues your target with the promise of a great heal in %z.
ID: 18271^6
Imbues your target with the promise of a great heal in %z.
ID: 18272^6
Imbues your target with the promise of a great heal in %z.
ID: 18273^6
Instant Duration.
ID: 18274^6
Instant Duration.
ID: 18275^6
Instant Duration.
ID: 18276^6
By taking a vow of valiance, you sacrifice your healing efficacy for %z for the chance to do increased damage via valorous melee strikes. Each valorous strike invigorates you, replenishing your health.
ID: 18277^6
By taking a vow of valiance, you sacrifice your healing efficacy for %z for the chance to do increased damage via valorous melee strikes. Each valorous strike invigorates you, replenishing your health.
ID: 18278^6
By taking a vow of valiance, you sacrifice your healing efficacy for %z for the chance to do increased damage via valorous melee strikes. Each valorous strike invigorates you, replenishing your health.
ID: 18279^6
Instant Duration.
ID: 18280^6
Instant Duration.
ID: 18281^6
Instant Duration.
ID: 18282^6
Heals you for #1 hit points every six seconds.
ID: 18283^6
Heals you for #1 hit points every six seconds.
ID: 18284^6
Heals you for #1 hit points every six seconds.
ID: 18285^6
Places the mark of the unsullied on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 18286^6
Places the mark of the unsullied on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 18287^6
Places the mark of the unsullied on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 18288^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies.
ID: 18289^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies.
ID: 18290^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies.
ID: 18291^6
Bestows your group with an aura of loyalty, allowing them to cast spells faster for %z. This aura affects spells up to level #2.
ID: 18292^6
Bestows your group with an aura of loyalty, allowing them to cast spells faster for %z. This aura affects spells up to level #2.
ID: 18293^6
Bestows your group with an aura of loyalty, allowing them to cast spells faster for %z. This aura affects spells up to level #2.
ID: 18294^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 18295^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 18296^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 18297^6
Places the Ward of Admonishment around your body. This ward will periodically strike out at any creature that attacks you. The ward will fade after 120 strikes.
ID: 18298^6
Places the Ward of Admonishment around your body. This ward will periodically strike out at any creature that attacks you. The ward will fade after 120 strikes.
ID: 18299^6
Places the Ward of Admonishment around your body. This ward will periodically strike out at any creature that attacks you. The ward will fade after 120 strikes.
ID: 18300^6
Instant Duration.
ID: 18301^6
Instant Duration.
ID: 18302^6
Instant Duration.
ID: 18303^6
Shares your divine spirit, granting your group resistance to corruption.
ID: 18304^6
Shares your divine spirit, granting your group resistance to corruption.
ID: 18305^6
Shares your divine spirit, granting your group resistance to corruption.
ID: 18306^6
Expunges your target's immune system, curing some corruption.
ID: 18307^6
Expunges your target's immune system, curing some corruption.
ID: 18308^6
Expunges your target's immune system, curing some corruption.
ID: 18309^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 18310^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 18311^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 18312^6
Strikes nearby creatures with a silent decree, inflicting @3 damage and stunning them.
ID: 18313^6
Strikes nearby creatures with a silent decree, inflicting @3 damage and stunning them.
ID: 18314^6
Strikes nearby creatures with a silent decree, inflicting @3 damage and stunning them.
ID: 18315^6
Places mystic armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 18316^6
Places mystic armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 18317^6
Places mystic armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 18318^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 18319^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 18320^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 18321^6
Cloaks your group in an aura of gallantry, granting them increased hit points and armor class for %z.
ID: 18322^6
Cloaks your group in an aura of gallantry, granting them increased hit points and armor class for %z.
ID: 18323^6
Cloaks your group in an aura of gallantry, granting them increased hit points and armor class for %z.
ID: 18324^6
Fills your group with the elixir of redemption which continually heals their wounds for a short period of time.
ID: 18325^6
Fills your group with the elixir of redemption which continually heals their wounds for a short period of time.
ID: 18326^6
Fills your group with the elixir of redemption which continually heals their wounds for a short period of time.
ID: 18327^6
Places the rallied protection of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 18328^6
Places the rallied protection of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 18329^6
Places the rallied protection of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 18330^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 18331^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 18332^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 18333^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z and healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 18334^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z and healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 18335^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z and healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 18336^6
Places the blood of the unsullied on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target. Those afflicted with the blood of the unsullied can spread it to others.
ID: 18337^6
Places the blood of the unsullied on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target. Those afflicted with the blood of the unsullied can spread it to others.
ID: 18338^6
Places the blood of the unsullied on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target. Those afflicted with the blood of the unsullied can spread it to others.
ID: 18339^6
Blesses the land beneath your feet. The consecrated ground will harm any undead that attempts to traverse that area, and the blessing also has a chance to stun them. The damage from consecrated ground will not break mesmerization effects.
ID: 18340^6
Blesses the land beneath your feet. The consecrated ground will harm any undead that attempts to traverse that area, and the blessing also has a chance to stun them. The damage from consecrated ground will not break mesmerization effects.
ID: 18341^6
Blesses the land beneath your feet. The consecrated ground will harm any undead that attempts to traverse that area, and the blessing also has a chance to stun them. The damage from consecrated ground will not break mesmerization effects.
ID: 18342^6
Instant Duration.
ID: 18343^6
Instant Duration.
ID: 18344^6
Instant Duration.
ID: 18345^6
Immobilization.
ID: 18346^6
Increases your companions' maximum hit points, as long as they stay inside the area of the aura.
ID: 18347^6
Increases your companions' maximum hit points, as long as they stay inside the area of the aura.
ID: 18348^6
Increases your companions' maximum hit points, as long as they stay inside the area of the aura.
ID: 18349^6
Increases maximum hit points.
ID: 18350^6
Increases maximum hit points.
ID: 18351^6
Increases maximum hit points.
ID: 18352^6
Mends critical wounds, healing between #1 and @1 hit points. This spell will only affect a target that is below 35 percent health.
ID: 18353^6
Mends critical wounds, healing between #1 and @1 hit points. This spell will only affect a target that is below 35 percent health.
ID: 18354^6
Mends critical wounds, healing between #1 and @1 hit points. This spell will only affect a target that is below 35 percent health.
ID: 18355^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 18356^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 18357^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 18358^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The holy power attempts to breach the weakest of your target's magical defenses, and is therefore harder to resist.
ID: 18359^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The holy power attempts to breach the weakest of your target's magical defenses, and is therefore harder to resist.
ID: 18360^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The holy power attempts to breach the weakest of your target's magical defenses, and is therefore harder to resist.
ID: 18361^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z.
ID: 18362^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z.
ID: 18363^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z.
ID: 18364^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 18365^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 18366^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 18367^6
Cloaks your group in a light aura, rendering them invisible to most undead creatures for up to %z.
ID: 18368^6
Cloaks your group in a light aura, rendering them invisible to most undead creatures for up to %z.
ID: 18369^6
Cloaks your group in a light aura, rendering them invisible to most undead creatures for up to %z.
ID: 18370^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points as well as curing moderate diseases and poisons.
ID: 18371^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points as well as curing moderate diseases and poisons.
ID: 18372^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points as well as curing moderate diseases and poisons.
ID: 18373^6
Surrounds your body in a reflective aura, causing incoming detrimental spells to rebound back against the caster.
ID: 18374^6
Surrounds your body in a reflective aura, causing incoming detrimental spells to rebound back against the caster.
ID: 18375^6
Surrounds your body in a reflective aura, causing incoming detrimental spells to rebound back against the caster.
ID: 18376^6
Blesses a phial of water. The phial of water can be used to harm undead, and also has a chance to slow them.
ID: 18377^6
Blesses a phial of water. The phial of water can be used to harm undead, and also has a chance to slow them.
ID: 18378^6
Blesses a phial of water. The phial of water can be used to harm undead, and also has a chance to slow them.
ID: 18379^6
Inflicts #1 damage every six seconds to an undead target. There is a #2 percent chance they will also become slowed.
ID: 18380^6
Inflicts #1 damage every six seconds to an undead target. There is a #2 percent chance they will also become slowed.
ID: 18381^6
Inflicts #1 damage every six seconds to an undead target. There is a #2 percent chance they will also become slowed.
ID: 18382^6
Reduces attack speed.
ID: 18383^6
Transforms you into a deific avatar, allowing your melee attacks to smite your enemies with additional damage and stuns.
ID: 18384^6
Transforms you into a deific avatar, allowing your melee attacks to smite your enemies with additional damage and stuns.
ID: 18385^6
Transforms you into a deific avatar, allowing your melee attacks to smite your enemies with additional damage and stuns.
ID: 18386^6
Instant Duration.
ID: 18387^6
Instant Duration.
ID: 18388^6
Instant Duration.
ID: 18389^6
Cleanses the body of your target, curing severe diseases and poisons.
ID: 18390^6
Cleanses the body of your target, curing severe diseases and poisons.
ID: 18391^6
Cleanses the body of your target, curing severe diseases and poisons.
ID: 18392^6
Surrounds your target in dancing flames for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 18393^6
Surrounds your target in dancing flames for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 18394^6
Surrounds your target in dancing flames for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 18395^6
Summons a gale of storms, stunning your target and causing between #1 and @1 damage.
ID: 18396^6
Summons a gale of storms, stunning your target and causing between #1 and @1 damage.
ID: 18397^6
Summons a gale of storms, stunning your target and causing between #1 and @1 damage.
ID: 18398^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 18399^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 18400^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 18401^6
Calls a burst of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 18402^6
Calls a burst of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 18403^6
Calls a burst of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 18404^6
Blankets your target in hoar frost, lowering their attack value and armor class for %z.
ID: 18405^6
Blankets your target in hoar frost, lowering their attack value and armor class for %z.
ID: 18406^6
Blankets your target in hoar frost, lowering their attack value and armor class for %z.
ID: 18407^6
Calms the savage spirit of almost any creature in an area around your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 18408^6
Calms the savage spirit of almost any creature in an area around your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 18409^6
Calms the savage spirit of almost any creature in an area around your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 18410^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 18411^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 18412^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 18413^6
Fills your target with the power of a leviathan, increasing the damage they are capable of for %z.
ID: 18414^6
Fills your target with the power of a leviathan, increasing the damage they are capable of for %z.
ID: 18415^6
Fills your target with the power of a leviathan, increasing the damage they are capable of for %z.
ID: 18416^6
Unused.
ID: 18417^6
Unused.
ID: 18418^6
Unused.
ID: 18419^6
Covers your target in a layer of glacial ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z.
ID: 18420^6
Covers your target in a layer of glacial ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z.
ID: 18421^6
Covers your target in a layer of glacial ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z.
ID: 18422^6
Surrounds your target in a shield of nature's spikes that causes damage to anything that strikes them for %z.
ID: 18423^6
Surrounds your target in a shield of nature's spikes that causes damage to anything that strikes them for %z.
ID: 18424^6
Surrounds your target in a shield of nature's spikes that causes damage to anything that strikes them for %z.
ID: 18425^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants, while also increasing the damage they will take from fire-based spells for %z.
ID: 18426^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants, while also increasing the damage they will take from fire-based spells for %z.
ID: 18427^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants, while also increasing the damage they will take from fire-based spells for %z.
ID: 18428^6
Hardens the skin of your target, increasing their hit points, mana regeneration, and armor class for %z.
ID: 18429^6
Hardens the skin of your target, increasing their hit points, mana regeneration, and armor class for %z.
ID: 18430^6
Hardens the skin of your target, increasing their hit points, mana regeneration, and armor class for %z.
ID: 18431^6
Mends severe wounds, healing between #1 and @1 damage.
ID: 18432^6
Mends severe wounds, healing between #1 and @1 damage.
ID: 18433^6
Mends severe wounds, healing between #1 and @1 damage.
ID: 18434^6
Commands a swarm of bees to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 18435^6
Commands a swarm of bees to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 18436^6
Commands a swarm of bees to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 18437^6
Surrounds your body in a coat of brierbloom that increases your armor class, as well as harming those that strike you for %z.
ID: 18438^6
Surrounds your body in a coat of brierbloom that increases your armor class, as well as harming those that strike you for %z.
ID: 18439^6
Surrounds your body in a coat of brierbloom that increases your armor class, as well as harming those that strike you for %z.
ID: 18440^6
Burns your target's skin with winter's flame, inflicting damage separately from a burning flame and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 18441^6
Burns your target's skin with winter's flame, inflicting damage separately from a burning flame and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 18442^6
Burns your target's skin with winter's flame, inflicting damage separately from a burning flame and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 18443^6
Instant Duration.
ID: 18444^6
Instant Duration.
ID: 18445^6
Instant Duration.
ID: 18446^6
Instant Duration.
ID: 18447^6
Instant Duration.
ID: 18448^6
Instant Duration.
ID: 18449^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 18450^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 18451^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 18452^6
Covers you in a skin of grimwood, greatly reducing the damage you take from melee attacks for up to %z.
ID: 18453^6
Covers you in a skin of grimwood, greatly reducing the damage you take from melee attacks for up to %z.
ID: 18454^6
Covers you in a skin of grimwood, greatly reducing the damage you take from melee attacks for up to %z.
ID: 18455^6
Instant Duration.
ID: 18456^6
Instant Duration.
ID: 18457^6
Instant Duration.
ID: 18458^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 18459^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 18460^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 18461^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 18462^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 18463^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 18464^6
Calls forth a wave of cascading vines that extend directly in front of you. These vines can bind your enemies to the ground for up to %z. After the vines loosen their grip, your enemies will become snared which will reduce their movement speed for up to %z.
ID: 18465^6
Calls forth a wave of cascading vines that extend directly in front of you. These vines can bind your enemies to the ground for up to %z. After the vines loosen their grip, your enemies will become snared which will reduce their movement speed for up to %z.
ID: 18466^6
Calls forth a wave of cascading vines that extend directly in front of you. These vines can bind your enemies to the ground for up to %z. After the vines loosen their grip, your enemies will become snared which will reduce their movement speed for up to %z.
ID: 18467^6
Cleanses your group of minor corruption.
ID: 18468^6
Cleanses your group of minor corruption.
ID: 18469^6
Cleanses your group of minor corruption.
ID: 18470^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 18471^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 18472^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 18473^6
Surrounds your group in a shield of brierbloom that causes damage to anything that strikes them for %z.
ID: 18474^6
Surrounds your group in a shield of brierbloom that causes damage to anything that strikes them for %z.
ID: 18475^6
Surrounds your group in a shield of brierbloom that causes damage to anything that strikes them for %z.
ID: 18476^6
Hardens the skin of your group, increasing their hit points, mana regeneration, and armor class for %z.
ID: 18477^6
Hardens the skin of your group, increasing their hit points, mana regeneration, and armor class for %z.
ID: 18478^6
Hardens the skin of your group, increasing their hit points, mana regeneration, and armor class for %z.
ID: 18479^6
Summons rime crystals, causing @1 damage to your target.
ID: 18480^6
Summons rime crystals, causing @1 damage to your target.
ID: 18481^6
Summons rime crystals, causing @1 damage to your target.
ID: 18482^6
Covers your face in the mask of the raptor for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 18483^6
Covers your face in the mask of the raptor for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 18484^6
Covers your face in the mask of the raptor for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 18485^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 18486^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 18487^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 18488^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 18489^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 18490^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 18491^6
Grants you a chance at a second life. If a second life is fulfilled, you will be invulnerable with little health for a short time. If you fall in battle, nearby group members will gain a chance at a second life.
ID: 18492^6
Grants you a chance at a second life. If a second life is fulfilled, you will be invulnerable with little health for a short time. If you fall in battle, nearby group members will gain a chance at a second life.
ID: 18493^6
Grants you a chance at a second life. If a second life is fulfilled, you will be invulnerable with little health for a short time. If you fall in battle, nearby group members will gain a chance at a second life.
ID: 18494^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 18495^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 18496^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 18497^6
Disrupts your target's magical aura, lowering magic, fire, cold, and disease resistances for up to %z.
ID: 18498^6
Your melee attacks are slowed.
ID: 18499^6
Attacks your opponents armor, lowering their armor class for a short time.
ID: 18500^6
Causes your target's skin to sprout bladed fern fronds. This effect will cause #10 damage to any creatures that strike them. There is a chance that the spikes will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 18501^6
Causes your target's skin to sprout bladed fern fronds. This effect will cause #10 damage to any creatures that strike them. There is a chance that the spikes will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 18502^6
Causes your target's skin to sprout bladed fern fronds. This effect will cause #10 damage to any creatures that strike them. There is a chance that the spikes will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 18503^6
Causes your target's skin to sprout large spikes and hardened skin. This effect will cause heavy damage to any creatures that strike them.
ID: 18504^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 18505^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 18506^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 18507^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 18508^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 18509^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 18510^6
Heals #8 hit points every six seconds.
ID: 18511^6
Heals #8 hit points every six seconds.
ID: 18512^6
Heals #8 hit points every six seconds.
ID: 18513^6
Grants you a chance at a second life. If a second life is fulfilled, you will be invulnerable with little health for a short time.
ID: 18514^6
Grants you a chance at a second life. If a second life is fulfilled, you will be invulnerable with little health for a short time.
ID: 18515^6
Grants you a chance at a second life. If a second life is fulfilled, you will be invulnerable with little health for a short time.
ID: 18516^6
Sharpens your vision, giving you the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 18517^6
Sharpens your vision, giving you the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 18518^6
Sharpens your vision, giving you the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 18519^6
Ignites your target's skin, doing between #1 and @1 damage. This spell will only affect a target that is below 35 percent health. If your target is slain by this spell, you will gain a bonus to critical spell chance for a brief time.
ID: 18520^6
Ignites your target's skin, doing between #1 and @1 damage. This spell will only affect a target that is below 35 percent health. If your target is slain by this spell, you will gain a bonus to critical spell chance for a brief time.
ID: 18521^6
Ignites your target's skin, doing between #1 and @1 damage. This spell will only affect a target that is below 35 percent health. If your target is slain by this spell, you will gain a bonus to critical spell chance for a brief time.
ID: 18522^6
Increases spell critical chance by #2 percent. Increases spell critical damage by $2 percent.
ID: 18523^6
Increases spell critical chance by #2 percent. Increases spell critical damage by $2 percent.
ID: 18524^6
Increases spell critical chance by #2 percent. Increases spell critical damage by $2 percent.
ID: 18525^6
Channels the power of the dawn to strike your target for @1 damage. While channeling this power you will sometimes gain the blessing of the dawn, which will greatly increase your next direct damage spell. However, there is also a small chance that the energy will backfire and cause your next several direct damage spells to do less damage.
ID: 18526^6
Channels the power of the dawn to strike your target for @1 damage. While channeling this power you will sometimes gain the blessing of the dawn, which will greatly increase your next direct damage spell. However, there is also a small chance that the energy will backfire and cause your next several direct damage spells to do less damage.
ID: 18527^6
Channels the power of the dawn to strike your target for @1 damage. While channeling this power you will sometimes gain the blessing of the dawn, which will greatly increase your next direct damage spell. However, there is also a small chance that the energy will backfire and cause your next several direct damage spells to do less damage.
ID: 18528^6
Instant Duration.
ID: 18529^6
Increases the damage of direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 18530^6
Decreases the damage of direct damage spells by up to #1 percent.
ID: 18531^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 18532^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 18533^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 18534^6
Imbues your target with the promise of a great heal in %z.
ID: 18535^6
Imbues your target with the promise of a great heal in %z.
ID: 18536^6
Imbues your target with the promise of a great heal in %z.
ID: 18537^6
Instant Duration.
ID: 18538^6
Instant Duration.
ID: 18539^6
Instant Duration.
ID: 18540^6
Carves a whistle. This whistle can be used to commune with animals in the wild.
ID: 18541^6
Carves a whistle. This whistle can be used to commune with animals in the wild.
ID: 18542^6
Carves a whistle. This whistle can be used to commune with animals in the wild.
ID: 18543^6
Use the whistle to commune with an animal in the wild. Calms the animal and encourages one of their kind to join you for a brief time.
ID: 18544^6
Use the whistle to commune with an animal in the wild. Calms the animal and encourages one of their kind to join you for a brief time.
ID: 18545^6
Use the whistle to commune with an animal in the wild. Calms the animal and encourages one of their kind to join you for a brief time.
ID: 18546^6
Instant Duration.
ID: 18547^6
Instant Duration.
ID: 18548^6
Instant Duration.
ID: 18549^6
Increases your target's maximum hit points by #8. This bonus will decay over time.
ID: 18550^6
Increases your target's maximum hit points by #8. This bonus will decay over time.
ID: 18551^6
Increases your target's maximum hit points by #8. This bonus will decay over time.
ID: 18552^6
Smashes your target's mental focus, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 18553^6
Smashes your target's mental focus, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 18554^6
Smashes your target's mental focus, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 18555^6
Covers you in runes that absorb damage.
ID: 18556^6
Covers you in runes that absorb damage.
ID: 18557^6
Covers you in runes that absorb damage.
ID: 18558^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 18559^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 18560^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 18561^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 18562^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 18563^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 18564^6
Covers your target in the runes of Yozan, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 18565^6
Covers your target in the runes of Yozan, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 18566^6
Covers your target in the runes of Yozan, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 18567^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 18568^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 18569^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 18570^6
Fills your target with the energy of Yozan, increasing their attack speed, agility, dexterity, and attack rating.
ID: 18571^6
Fills your target with the energy of Yozan, increasing their attack speed, agility, dexterity, and attack rating.
ID: 18572^6
Fills your target with the energy of Yozan, increasing their attack speed, agility, dexterity, and attack rating.
ID: 18573^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 18574^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 18575^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 18576^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 18577^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 18578^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 18579^6
Gives your target special intuition, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 18580^6
Gives your target special intuition, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 18581^6
Gives your target special intuition, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 18582^6
Places the aegis of Xadrith on your target. The aegis absorbs a set amount of magical damage before dissipating. Consumes a peridot when cast.
ID: 18583^6
Places the aegis of Xadrith on your target. The aegis absorbs a set amount of magical damage before dissipating. Consumes a peridot when cast.
ID: 18584^6
Places the aegis of Xadrith on your target. The aegis absorbs a set amount of magical damage before dissipating. Consumes a peridot when cast.
ID: 18585^6
Strikes your target with a chaotic burst of mental energy and colorful, searing light, causing between #1 and @1 damage.
ID: 18586^6
Strikes your target with a chaotic burst of mental energy and colorful, searing light, causing between #1 and @1 damage.
ID: 18587^6
Strikes your target with a chaotic burst of mental energy and colorful, searing light, causing between #1 and @1 damage.
ID: 18588^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a small chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 18589^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a small chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 18590^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a small chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 18591^6
Reduces attack speed.
ID: 18592^6
Reduces attack speed.
ID: 18593^6
Reduces attack speed.
ID: 18594^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 18595^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 18596^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 18597^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 18598^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 18599^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 18600^6
Fills your body with warm power and turns your skin to stone. This skin absorbs damage.
ID: 18601^6
Fills your body with warm power and turns your skin to stone. This skin absorbs damage.
ID: 18602^6
Fills your body with warm power and turns your skin to stone. This skin absorbs damage.
ID: 18603^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 18604^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 18605^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 18606^6
Causes your opponent to become confused for up to %z. This spell works on creatures up to level @1.
ID: 18607^6
Causes your opponent to become confused for up to %z. This spell works on creatures up to level @1.
ID: 18608^6
Causes your opponent to become confused for up to %z. This spell works on creatures up to level @1.
ID: 18609^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 18610^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 18611^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 18612^6
Places the will of Xadrith on your group, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 18613^6
Places the will of Xadrith on your group, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 18614^6
Places the will of Xadrith on your group, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 18615^6
Infiltrates your target's mind with compelling whispers, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 18616^6
Infiltrates your target's mind with compelling whispers, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 18617^6
Infiltrates your target's mind with compelling whispers, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 18618^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 18619^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 18620^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 18621^6
Gives your group insight, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 18622^6
Gives your group insight, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 18623^6
Gives your group insight, allowing them to regenerate mana more quickly, as well as increasing their wisdom, intelligence, and mana pool.
ID: 18624^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 18625^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 18626^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 18627^6
Mesmerization.
ID: 18628^6
Mesmerization.
ID: 18629^6
Mesmerization.
ID: 18630^6
Places a multi-colored, shifting pattern of runes around you that absorbs an amount of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 18631^6
Places a multi-colored, shifting pattern of runes around you that absorbs an amount of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 18632^6
Places a multi-colored, shifting pattern of runes around you that absorbs an amount of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 18633^6
Instant Duration.
ID: 18634^6
Instant Duration.
ID: 18635^6
Instant Duration.
ID: 18636^6
Drains up to #1 mana from your target. For each point of mana drained, the target will take damage.
ID: 18637^6
Drains up to #1 mana from your target. For each point of mana drained, the target will take damage.
ID: 18638^6
Drains up to #1 mana from your target. For each point of mana drained, the target will take damage.
ID: 18639^6
Covers your group in protective runes. These runes will absorb #1 incoming damage before dissipating. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 18640^6
Covers your group in protective runes. These runes will absorb #1 incoming damage before dissipating. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 18641^6
Covers your group in protective runes. These runes will absorb #1 incoming damage before dissipating. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 18642^6
Instant Duration.
ID: 18643^6
Instant Duration.
ID: 18644^6
Instant Duration.
ID: 18645^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 18646^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 18647^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 18648^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 18649^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 18650^6
Increases your companions' mana regeneration, as long as they stay inside the area of the aura.
ID: 18651^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The phobiate steals a small amount of mana from your target each tick and uses it to restore your own.
ID: 18652^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The phobiate steals up to #2 mana from your target and uses it to restore your own.
ID: 18653^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The phobiate steals up to #2 mana from your target and uses it to restore your own.
ID: 18654^6
Increases mana by #7 every six seconds.
ID: 18655^6
Increases mana by #7 every six seconds.
ID: 18656^6
Increases mana by #7 every six seconds.
ID: 18657^6
Places an aura of recursive mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana recursion strike. Mana recursion strikes have a 10 percent chance to strike the target repeatedly. Mana recursion strikes generate little to no anger.
ID: 18658^6
Places an aura of recursive mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana recursion strike. Mana recursion strikes have a 10 percent chance to strike the target repeatedly. Mana recursion strikes generate little to no anger.
ID: 18659^6
Places an aura of recursive mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana recursion strike. Mana recursion strikes have a 10 percent chance to strike the target repeatedly. Mana recursion strikes generate little to no anger.
ID: 18660^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18661^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18662^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18663^6
Distracts your opponent with a bright flash, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist. Due to the concentration required, this spell can only be invoked after a rest interval.
ID: 18664^6
Distracts your opponent with a bright flash, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist. Due to the concentration required, this spell can only be invoked after a rest interval.
ID: 18665^6
Distracts your opponent with a bright flash, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist. Due to the concentration required, this spell can only be invoked after a rest interval.
ID: 18666^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18667^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18668^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18669^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18670^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18671^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18672^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18673^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18674^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18675^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18676^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18677^6
Places an aura of mana upon your target. The mana will entwine with the energy of a damaging spell, allowing your target to inflict additional damage via a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18678^6
Pulses a mana recursion effect onto your companions, as long as they stay inside the area of the aura.
ID: 18679^6
Pulses a mana recursion effect onto your companions, as long as they stay inside the area of the aura.
ID: 18680^6
Pulses a mana recursion effect onto your companions, as long as they stay inside the area of the aura.
ID: 18681^6
Direct damage spells will inflict additional damage in the form of a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18682^6
Direct damage spells will inflict additional damage in the form of a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18683^6
Direct damage spells will inflict additional damage in the form of a mana flare strike. Mana flare strikes generate little to no anger.
ID: 18684^6
Increases your companions' capacity for abstract thought, increasing their maximum mana as long as they stay inside the area of the aura.
ID: 18685^6
Increases your companions' capacity for abstract thought, increasing their maximum mana as long as they stay inside the area of the aura.
ID: 18686^6
Increases your companions' capacity for abstract thought, increasing their maximum mana as long as they stay inside the area of the aura.
ID: 18687^6
Increases maximum mana by #5.
ID: 18688^6
Increases maximum mana by #5.
ID: 18689^6
Increases maximum mana by #5.
ID: 18690^6
Cloaks your companions in a calming visage, diverting attention from any action they take as long as they stay inside the area of the aura.
ID: 18691^6
Cloaks your companions in a calming visage, diverting attention from any action they take as long as they stay inside the area of the aura.
ID: 18692^6
Cloaks your companions in a calming visage, diverting attention from any action they take as long as they stay inside the area of the aura.
ID: 18693^6
Decreases hate generated by #1 percent.
ID: 18694^6
Decreases hate generated by #1 percent.
ID: 18695^6
Decreases hate generated by #1 percent.
ID: 18696^6
Grants your companions a chance to twincast any damage spell as long as they stay inside the area of the aura.
ID: 18697^6
Grants your companions a chance to twincast any damage spell as long as they stay inside the area of the aura.
ID: 18698^6
Grants your companions a chance to twincast any damage spell as long as they stay inside the area of the aura.
ID: 18699^6
Increases the chance to twincast any damage spell by #1 percent.
ID: 18700^6
Increases the chance to twincast any damage spell by #1 percent.
ID: 18701^6
Increases the chance to twincast any damage spell by #1 percent.
ID: 18702^6
Decreases the maximum hit points of any enemies within the area of the aura.
ID: 18703^6
Decreases the maximum hit points of any enemies within the area of the aura.
ID: 18704^6
Decreases the maximum hit points of any enemies within the area of the aura.
ID: 18705^6
Decreases maximum hit points.
ID: 18706^6
Decreases maximum hit points.
ID: 18707^6
Decreases maximum hit points.
ID: 18708^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 18709^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 18710^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 18711^6
Absorbs #6 incoming melee damage.
ID: 18712^6
Absorbs #6 incoming melee damage.
ID: 18713^6
Absorbs #6 incoming melee damage.
ID: 18714^6
Cloaks you in a shimmering illusion that makes you appear to be a Goblin.
ID: 18715^6
Cloaks you in a shimmering illusion that makes you appear to be a Goblin.
ID: 18716^6
Cloaks you in a shimmering illusion that makes you appear to be a Goblin.
ID: 18717^6
Allows you to summon an additional aura. Decreases mana by #10 every six seconds.
ID: 18718^6
Allows you to summon an additional aura. Decreases mana by #10 every six seconds.
ID: 18719^6
Allows you to summon an additional aura. Decreases mana by #10 every six seconds.
ID: 18720^6
Decreases the likelihood of charm breaking for any enemies within the area of the aura.
ID: 18721^6
Decreases the likelihood of charm breaking for any enemies within the area of the aura.
ID: 18722^6
Decreases the likelihood of charm breaking for any enemies within the area of the aura.
ID: 18723^6
Decreases the likelihood of charm breaking.
ID: 18724^6
Decreases the likelihood of charm breaking.
ID: 18725^6
Decreases the likelihood of charm breaking.
ID: 18726^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 18727^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 18728^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 18729^6
Covers your target in a thin layer of magma, damaging any creatures that strike them.
ID: 18730^6
Covers your target in a thin layer of magma, damaging any creatures that strike them.
ID: 18731^6
Covers your target in a thin layer of magma, damaging any creatures that strike them.
ID: 18732^6
Summons a sliver of elemental ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 18733^6
Summons a sliver of elemental ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 18734^6
Summons a sliver of elemental ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 18735^6
Surrounds your body in a shield of magical energy, increasing your hit points, armor class, and magic resistance.
ID: 18736^6
Surrounds your body in a shield of magical energy, increasing your hit points, armor class, and magic resistance.
ID: 18737^6
Surrounds your body in a shield of magical energy, increasing your hit points, armor class, and magic resistance.
ID: 18738^6
Summons the very essence of air into a living form to aid you in battle.
ID: 18739^6
Burns your target with a bolt of molten iron and magma, causing between #1 and @1 damage.
ID: 18740^6
Burns your target with a bolt of molten iron and magma, causing between #1 and @1 damage.
ID: 18741^6
Burns your target with a bolt of molten iron and magma, causing between #1 and @1 damage.
ID: 18742^6
Summons a Wand of Transvergence, an item that has the power to turn life energy into mana.
ID: 18743^6
Summons a Wand of Transvergence, an item that has the power to turn life energy into mana.
ID: 18744^6
Summons a Wand of Transvergence, an item that has the power to turn life energy into mana.
ID: 18745^6
Causes you to experience a transvergence, decreasing your hit points by #1 and raising your mana by #2.
ID: 18746^6
Summons forth the elements in the form of armor for summoned creatures.
ID: 18747^6
Summons forth the elements in the form of weapons for summoned creatures.
ID: 18748^6
Conjures melted iron and magma to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 18749^6
Conjures melted iron and magma to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 18750^6
Conjures melted iron and magma to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 18751^6
Summons the very essence of water into a living form to aid you in battle.
ID: 18752^6
Focuses mana into the form of Binding of Brazaz, an item that increases your pet's attack speed and offensive abilities.
ID: 18753^6
Covers you in a phantasmal shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 18754^6
Covers you in a phantasmal shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 18755^6
Covers you in a phantasmal shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 18756^6
Summons a full set of focus jewelry in a phantom satchel.
ID: 18757^6
Conjures a shock of shining silver steel that assaults your target, causing between #1 and @1 damage.
ID: 18758^6
Conjures a shock of shining silver steel that assaults your target, causing between #1 and @1 damage.
ID: 18759^6
Conjures a shock of shining silver steel that assaults your target, causing between #1 and @1 damage.
ID: 18760^6
Summons the very essence of fire into a living form to aid you in battle.
ID: 18761^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 18762^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 18763^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 18764^6
Allows your pet to adopt a granite stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 18765^6
Allows your pet to adopt a granite stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 18766^6
Allows your pet to adopt a granite stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 18767^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 18768^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 18769^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 18770^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 18771^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 18772^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 18773^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 18774^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 18775^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 18776^6
Gives your pet a protective aegis. This protection absorbs a specific number of melee strikes or direct damage spells before dissipating.
ID: 18777^6
Gives your pet a protective aegis. This protection absorbs a specific number of melee strikes or direct damage spells before dissipating.
ID: 18778^6
Gives your pet a protective aegis. This protection absorbs a specific number of melee strikes or direct damage spells before dissipating.
ID: 18779^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 18780^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 18781^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 18782^6
Covers your nearby group members in a thin layer of magma, damaging any creatures that strike them.
ID: 18783^6
Covers your nearby group members in a thin layer of magma, damaging any creatures that strike them.
ID: 18784^6
Covers your nearby group members in a thin layer of magma, damaging any creatures that strike them.
ID: 18785^6
Calls a flurry of thunder and lightning that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 18786^6
Calls a flurry of thunder and lightning that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 18787^6
Calls a flurry of thunder and lightning that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 18788^6
Summons the very essence of earth into a living form to aid you in battle.
ID: 18789^6
Strikes your target with a bolt of focused elemental fire, causing @1 damage. The force of this fire can sometimes be harnessed to greatly increase the damage of your next direct damage spell. However, the fire can sometimes backfire and cause your direct damage spells to do much less damage for a short time.
ID: 18790^6
Strikes your target with a bolt of focused elemental fire, causing @1 damage. The force of this fire can sometimes be harnessed to greatly increase the damage of your next direct damage spell. However, the fire can sometimes backfire and cause your direct damage spells to do much less damage for a short time.
ID: 18791^6
Strikes your target with a bolt of focused elemental fire, causing @1 damage. The force of this fire can sometimes be harnessed to greatly increase the damage of your next direct damage spell. However, the fire can sometimes backfire and cause your direct damage spells to do much less damage for a short time.
ID: 18792^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 18793^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 18794^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 18795^6
Increases mana by #7 every six seconds.
ID: 18796^6
Increases mana by #7 every six seconds.
ID: 18797^6
Increases mana by #7 every six seconds.
ID: 18798^6
Places a rod of elemental transvergence in the hands of all nearby allies.
ID: 18799^6
Places a rod of elemental transvergence in the hands of all nearby allies.
ID: 18800^6
Places a rod of elemental transvergence in the hands of all nearby allies.
ID: 18801^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. When they have been struck by melee ten times the flaming shield will inflict greater damage, and again after ten more melee strikes. After thirty total strikes the effect will fade.
ID: 18802^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. When they have been struck by melee ten times the flaming shield will inflict greater damage, and again after ten more melee strikes. After thirty total strikes the effect will fade.
ID: 18803^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. When they have been struck by melee ten times the flaming shield will inflict greater damage, and again after ten more melee strikes. After thirty total strikes the effect will fade.
ID: 18804^6
Inflicts #12 damage to any creatures that strikes you in melee.
ID: 18805^6
Inflicts #12 damage to any creatures that strikes you in melee.
ID: 18806^6
Inflicts #12 damage to any creatures that strikes you in melee.
ID: 18807^6
Inflicts #12 damage to any creatures that strikes you in melee.
ID: 18808^6
Inflicts #12 damage to any creatures that strikes you in melee.
ID: 18809^6
Inflicts #12 damage to any creatures that strikes you in melee.
ID: 18810^6
Conjures a pet in the form of a local monster to aid you in battle.
ID: 18811^6
Calls forth a beam of molten slag that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 18812^6
Calls forth a beam of molten slag that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 18813^6
Calls forth a beam of molten slag that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 18814^6
Cloaks your pet in an iceflame body. This enhancement will damage any creature that strikes your pet, and it also grants your pet a chance to damage enemies in melee with an iceflame strike. The iceflame strike will cloak your pet in a protective aura that absorbs two incoming attacks.
ID: 18815^6
Cloaks your pet in an iceflame body. This enhancement will damage any creature that strikes your pet, and it also grants your pet a chance to damage enemies in melee with an iceflame strike. The iceflame strike will cloak your pet in a protective aura that absorbs two incoming attacks.
ID: 18816^6
Cloaks your pet in an iceflame body. This enhancement will damage any creature that strikes your pet, and it also grants your pet a chance to damage enemies in melee with an iceflame strike. The iceflame strike will cloak your pet in a protective aura that absorbs two incoming attacks.
ID: 18817^6
Instant Duration.
ID: 18818^6
Instant Duration.
ID: 18819^6
Instant Duration.
ID: 18820^6
Summons a rumbling elemental servant that will relentlessly attack your target for @1 seconds.
ID: 18821^6
Summons a rumbling elemental servant that will relentlessly attack your target for @1 seconds.
ID: 18822^6
Summons a rumbling elemental servant that will relentlessly attack your target for @1 seconds.
ID: 18823^6
Summons a Cauldron of Endless Goods, which contains all matter of wondrous items.
ID: 18824^6
Conjures a random item from your Cauldron of Endless Goods.
ID: 18825^6
Instant Duration.
ID: 18826^6
Instant Duration.
ID: 18827^6
A wave of saltwater engulfs your target, decreasing hit points by #1.
ID: 18828^6
Instant Duration.
ID: 18829^6
Instant Duration.
ID: 18830^6
Instant Duration.
ID: 18831^6
Combines the forces of elemental magic into a prime strike upon your target for #1 damage.
ID: 18832^6
Instant Duration.
ID: 18833^6
Applies an enhanced invisibility effect for %z.
ID: 18834^6
Instant Duration.
ID: 18835^6
Allows you to see creatures with enhanced invisibility for %z.
ID: 18836^6
Instant Duration.
ID: 18837^6
Causes you to experience a temporal transvergence, decreasing your hit points by #1 and raising your mana by #2.
ID: 18838^6
Instant Duration.
ID: 18839^6
Instant Duration.
ID: 18840^6
Instant Duration.
ID: 18841^6
Instant Duration.
ID: 18842^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 18843^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 18844^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 18845^6
A wrath of wind engulfs your target, decreasing hit points by #1.
ID: 18846^6
A wrath of fire engulfs your target, decreasing hit points by #1.
ID: 18847^6
A wrath of ice engulfs your target, decreasing hit points by #1.
ID: 18848^6
Cloaks your target in a shield of flames. The flames will frequently lash out at attacking creatures, causing moderate damage. The flames will fade after 48 strikes.
ID: 18849^6
Cloaks your target in a shield of flames. The flames will frequently lash out at attacking creatures, causing moderate damage. The flames will fade after 48 strikes.
ID: 18850^6
Cloaks your target in a shield of flames. The flames will frequently lash out at attacking creatures, causing moderate damage. The flames will fade after 48 strikes.
ID: 18851^6
Instant Duration.
ID: 18852^6
Instant Duration.
ID: 18853^6
Instant Duration.
ID: 18854^6
Summon a block of elemental ore. The ore can be refined to create a random augmentation gem.
ID: 18855^6
Refines elemental ore to create a random augmentation gem. Consumes a pair of star rubies, a pair of fire emeralds, and a pair of sapphires when used.
ID: 18856^6
Instant Duration.
ID: 18857^6
Instant Duration.
ID: 18858^6
Instant Duration.
ID: 18859^6
Instant Duration.
ID: 18860^6
Instant Duration.
ID: 18861^6
Instant Duration.
ID: 18862^6
Instant Duration.
ID: 18863^6
Instant Duration.
ID: 18864^6
Instant Duration.
ID: 18865^6
Instant Duration.
ID: 18866^6
Instant Duration.
ID: 18867^6
Instant Duration.
ID: 18868^6
Instant Duration.
ID: 18869^6
Instant Duration.
ID: 18870^6
Instant Duration.
ID: 18871^6
Instant Duration.
ID: 18872^6
Instant Duration.
ID: 18873^6
Instant Duration.
ID: 18874^6
Instant Duration.
ID: 18875^6
Instant Duration.
ID: 18876^6
Instant Duration.
ID: 18877^6
Instant Duration.
ID: 18878^6
Instant Duration.
ID: 18879^6
Instant Duration.
ID: 18880^6
Splits your magic, allowing you to twincast any damage spell.
ID: 18881^6
Splits your magic, allowing you to twincast any damage spell.
ID: 18882^6
Splits your magic, allowing you to twincast any damage spell.
ID: 18883^6
Calls upon a hulking bodyguard. An earthen elemental will occasionally appear to protect you when you are struck in melee combat. This effect will fade after you are struck 48 times.
ID: 18884^6
Calls upon a hulking bodyguard. An earthen elemental will occasionally appear to protect you when you are struck in melee combat. This effect will fade after you are struck 48 times.
ID: 18885^6
Calls upon a hulking bodyguard. An earthen elemental will occasionally appear to protect you when you are struck in melee combat. This effect will fade after you are struck 48 times.
ID: 18886^6
Instant Duration.
ID: 18887^6
Instant Duration.
ID: 18888^6
Instant Duration.
ID: 18889^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 18890^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 18891^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 18892^6
Instant Duration.
ID: 18893^6
Instant Duration.
ID: 18894^6
Instant Duration.
ID: 18895^6
Strikes your opponent with three flying kicks while making them weaker against additional flying kick attacks.
ID: 18896^6
Strikes your opponent with three flying kicks while making them weaker against additional flying kick attacks.
ID: 18897^6
Strikes your opponent with three flying kicks while making them weaker against additional flying kick attacks.
ID: 18898^6
Absorbs the next #4 harmful spells or melee attacks made against you.
ID: 18899^6
Absorbs the next #4 harmful spells or melee attacks made against you.
ID: 18900^6
Absorbs the next #4 harmful spells or melee attacks made against you.
ID: 18901^6
You use the whorl of fists technique to attack your opponent with three successive tiger claw punches.
ID: 18902^6
You use the whorl of fists technique to attack your opponent with three successive tiger claw punches.
ID: 18903^6
You use the whorl of fists technique to attack your opponent with three successive tiger claw punches.
ID: 18904^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 18905^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 18906^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 18907^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 18908^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 18909^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 18910^6
Instant Duration.
ID: 18911^6
Instant Duration.
ID: 18912^6
Instant Duration.
ID: 18913^6
Strengthens the skin on your hands, allowing you to perform especially damaging special attacks for %z.
ID: 18914^6
Strengthens the skin on your hands, allowing you to perform especially damaging special attacks for %z.
ID: 18915^6
Strengthens the skin on your hands, allowing you to perform especially damaging special attacks for %z.
ID: 18916^6
By way of deep meditation, your consciousness separates from your physical body to another plane of existence, allowing you to scout dangerous areas undetected.
ID: 18917^6
By way of deep meditation, your consciousness separates from your physical body to another plane of existence, allowing you to scout dangerous areas undetected.
ID: 18918^6
By way of deep meditation, your consciousness separates from your physical body to another plane of existence, allowing you to scout dangerous areas undetected.
ID: 18919^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 18920^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 18921^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 18922^6
Increases negative health limit by #1. Heals up to #4 hit points every six seconds while at low health.
ID: 18923^6
Increases negative health limit by #1. Heals up to #4 hit points every six seconds while at low health.
ID: 18924^6
Increases negative health limit by #1. Heals up to #4 hit points every six seconds while at low health.
ID: 18925^6
Increases the damage done by all of your melee attacks.
ID: 18926^6
Increases the damage done by all of your melee attacks.
ID: 18927^6
Increases the damage done by all of your melee attacks.
ID: 18928^6
Summons your target's corpse to you. This spell works on characters up to level #1. Consumes a pair of tiny jade inlaid coffins when cast.
ID: 18929^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 18930^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 18931^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 18932^6
Instant Duration.
ID: 18933^6
Instant Duration.
ID: 18934^6
Instant Duration.
ID: 18935^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 18936^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 18937^6
Surrounds your body in a magical shield, increasing your hit points, armor class, and magic resistance.
ID: 18938^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 18939^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 18940^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 18941^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 18942^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 18943^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 18944^6
Instant Duration.
ID: 18945^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 18946^6
Decreases the damage of duration damage spells by up to #1 percent.
ID: 18947^6
Drains a plant or animal target of life energy, siphoning between #2 and @2 hit points, with the chance to create a life shard.
ID: 18948^6
Drains a plant or animal target of life energy, siphoning between #2 and @2 hit points, with the chance to create a life shard.
ID: 18949^6
Drains a plant or animal target of life energy, siphoning between #2 and @2 hit points, with the chance to create a life shard.
ID: 18950^6
Heals you with lifeshard energy for up to #1 hit points.
ID: 18951^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 18952^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 18953^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 18954^6
Unused.
ID: 18955^6
Unused.
ID: 18956^6
Unused.
ID: 18957^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 18958^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 18959^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 18960^6
Infuses a corpse with a spirit of torment that will do your bidding. Consumes bone chips when cast.
ID: 18961^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 18962^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 18963^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 18964^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 18965^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 18966^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 18967^6
Heals #6 hit points every six seconds.
ID: 18968^6
Heals #6 hit points every six seconds.
ID: 18969^6
Heals #6 hit points every six seconds.
ID: 18970^6
Sickens your target, lowering their resistance to poison and disease for %z, while also increasing the damage they will take from disease-based spells for %z.
ID: 18971^6
Sickens your target, lowering their resistance to poison and disease for %z, while also increasing the damage they will take from disease-based spells for %z.
ID: 18972^6
Sickens your target, lowering their resistance to poison and disease for %z, while also increasing the damage they will take from disease-based spells for %z.
ID: 18973^6
Summons an embracing darkness that binds your target's feet, decreasing their movement rate, and doing between #1 and @1 damage every six seconds for %z.
ID: 18974^6
Summons an embracing darkness that binds your target's feet, decreasing their movement rate, and doing between #1 and @1 damage every six seconds for %z.
ID: 18975^6
Summons an embracing darkness that binds your target's feet, decreasing their movement rate, and doing between #1 and @1 damage every six seconds for %z.
ID: 18976^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1. Requires but does not consume a lifeshard when cast.
ID: 18977^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1. Requires but does not consume a lifeshard when cast.
ID: 18978^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1. Requires but does not consume a lifeshard when cast.
ID: 18979^6
Protects your minion within a shimmering ghostly shell, which helps it to avoid melee attacks. After a certain number of attacks are made against your minion, the spectral guard will fade.
ID: 18980^6
Protects your minion within a shimmering ghostly shell, which helps it to avoid melee attacks. After a certain number of attacks are made against your minion, the spectral guard will fade.
ID: 18981^6
Protects your minion within a shimmering ghostly shell, which helps it to avoid melee attacks. After a certain number of attacks are made against your minion, the spectral guard will fade.
ID: 18982^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 18983^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 18984^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 18985^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to @1.
ID: 18986^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to @1.
ID: 18987^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to @1.
ID: 18988^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 18989^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 18990^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 18991^6
Immolates your target in a blazing pyre causing #1 damage every six seconds for %z.
ID: 18992^6
Immolates your target in a blazing pyre causing #1 damage every six seconds for %z.
ID: 18993^6
Immolates your target in a blazing pyre causing #1 damage every six seconds for %z.
ID: 18994^6
Instant Duration.
ID: 18995^6
Instant Duration.
ID: 18996^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 18997^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 18998^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 18999^6
You see the world from the otherside, slowly draining your hit points while regenerating your mana.
ID: 19000^6
You see the world from the otherside, slowly draining your hit points while regenerating your mana.
ID: 19001^6
You see the world from the otherside, slowly draining your hit points while regenerating your mana.
ID: 19002^6
Inspires a spirit of pestilence to inhabit a corpse to do your bidding. Consumes bone chips when cast.
ID: 19003^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 19004^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 19005^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 19006^6
A burst of retribution that inflicts #1 damage to an undead target.
ID: 19007^6
A burst of retribution that inflicts #1 damage to an undead target.
ID: 19008^6
A burst of retribution that inflicts #1 damage to an undead target.
ID: 19009^6
Protects your pet with a shield that absorbs a specific number of melee strikes or direct damage spells before dissipating.
ID: 19010^6
Protects your pet with a shield that absorbs a specific number of melee strikes or direct damage spells before dissipating.
ID: 19011^6
Protects your pet with a shield that absorbs a specific number of melee strikes or direct damage spells before dissipating.
ID: 19012^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 19013^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 19014^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 19015^6
Consumes the life energy of your target, inflicting #1 damage and creating a physical orb. The energy stored in the orb can be used to heal your companions.
ID: 19016^6
Consumes the life energy of your target, inflicting #1 damage and creating a physical orb. The energy stored in the orb can be used to heal your companions.
ID: 19017^6
Consumes the life energy of your target, inflicting #1 damage and creating a physical orb. The energy stored in the orb can be used to heal your companions.
ID: 19018^6
Instant Duration.
ID: 19019^6
Heals your target with shadow energy for up to #1 hit points.
ID: 19020^6
Places a frightening Bonestitch Fetish at your location. The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 19021^6
Places a frightening Bonestitch Fetish at your location. The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 19022^6
Places a frightening Bonestitch Fetish at your location. The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 19023^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 19024^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 19025^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 19026^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 19027^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 19028^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 19029^6
Increases mana by #7 every six seconds.
ID: 19030^6
Increases mana by #7 every six seconds.
ID: 19031^6
Increases mana by #7 every six seconds.
ID: 19032^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 19033^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 19034^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 19035^6
Causes your target's body to splurt for %z. The target will take progressively more damage over the duration of the spell.
ID: 19036^6
Causes your target's body to splurt for %z. The target will take progressively more damage over the duration of the spell.
ID: 19037^6
Causes your target's body to splurt for %z. The target will take progressively more damage over the duration of the spell.
ID: 19038^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 19039^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 19040^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 19041^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 19042^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 19043^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 19044^6
Inflicts #2 damage every six seconds. Drains up to #1 mana from your target every six seconds. For each point of mana drained, the target will take damage.
ID: 19045^6
Inflicts #2 damage every six seconds. Drains up to #1 mana from your target every six seconds. For each point of mana drained, the target will take damage.
ID: 19046^6
Inflicts #2 damage every six seconds. Drains up to #1 mana from your target every six seconds. For each point of mana drained, the target will take damage.
ID: 19047^6
Inflicts damage on any enemies within the area of the aura.
ID: 19048^6
Inflicts damage on any enemies within the area of the aura.
ID: 19049^6
Inflicts damage on any enemies within the area of the aura.
ID: 19050^6
Instant Duration.
ID: 19051^6
Instant Duration.
ID: 19052^6
Instant Duration.
ID: 19053^6
Channels a sacred power, healing your target for between #1 and @1 hit points.
ID: 19054^6
Channels a sacred power, healing your target for between #1 and @1 hit points.
ID: 19055^6
Channels a sacred power, healing your target for between #1 and @1 hit points.
ID: 19056^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 19057^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 19058^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 19059^6
Channels the power of sunlight, healing your target for between #1 and @1 hit points.
ID: 19060^6
Channels the power of sunlight, healing your target for between #1 and @1 hit points.
ID: 19061^6
Channels the power of sunlight, healing your target for between #1 and @1 hit points.
ID: 19062^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 19063^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 19064^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 19065^6
A brief prayer that cleanses corruption from yourself.
ID: 19066^6
A brief prayer that cleanses corruption from yourself.
ID: 19067^6
A brief prayer that cleanses corruption from yourself.
ID: 19068^6
Challenges your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 19069^6
Challenges your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 19070^6
Challenges your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 19071^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 19072^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 19073^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 19074^6
Bathes your target in the light of life, healing #1 hit points.
ID: 19075^6
Bathes your target in the light of life, healing #1 hit points.
ID: 19076^6
Bathes your target in the light of life, healing #1 hit points.
ID: 19077^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1.
ID: 19078^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1.
ID: 19079^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1.
ID: 19080^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 19081^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 19082^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 19083^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 19084^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 19085^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 19086^6
Fills your target's body with pious cleansing light, healing #1 hit points every six seconds for %z.
ID: 19087^6
Fills your target's body with pious cleansing light, healing #1 hit points every six seconds for %z.
ID: 19088^6
Fills your target's body with pious cleansing light, healing #1 hit points every six seconds for %z.
ID: 19089^6
Emanates a wave of Marr's blessing from the caster, healing @1 hit points for everyone in your group.
ID: 19090^6
Emanates a wave of Marr's blessing from the caster, healing @1 hit points for everyone in your group.
ID: 19091^6
Emanates a wave of Marr's blessing from the caster, healing @1 hit points for everyone in your group.
ID: 19092^6
Surrounds your group with the shield of the Underfoot, increasing their hit points for %z.
ID: 19093^6
Surrounds your group with the shield of the Underfoot, increasing their hit points for %z.
ID: 19094^6
Surrounds your group with the shield of the Underfoot, increasing their hit points for %z.
ID: 19095^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 19096^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 19097^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 19098^6
Strikes your target with the force of water, briefly stunning them. This effect works on creatures up to level @1.
ID: 19099^6
Strikes your target with the force of water, briefly stunning them. This effect works on creatures up to level @1.
ID: 19100^6
Strikes your target with the force of water, briefly stunning them. This effect works on creatures up to level @1.
ID: 19101^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 19102^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 19103^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 19104^6
Coaxes an undead creature to return to the grave, inflicting #1 damage. There is a chance to also lower their armor class and render them susceptible to melee attacks for a brief time.
ID: 19105^6
Coaxes an undead creature to return to the grave, inflicting #1 damage. There is a chance to also lower their armor class and render them susceptible to melee attacks for a brief time.
ID: 19106^6
Coaxes an undead creature to return to the grave, inflicting #1 damage. There is a chance to also lower their armor class and render them susceptible to melee attacks for a brief time.
ID: 19107^6
Increases melee damage taken by #5 percent. Decreases armor class by #11.
ID: 19108^6
Increases melee damage taken by #5 percent. Decreases armor class by #11.
ID: 19109^6
Increases melee damage taken by #5 percent. Decreases armor class by #11.
ID: 19110^6
Bathes you in a holy blessing, increasing your attack rating, strength, and armor class. When struck in melee there is a chance to receive a heal. This blessing will fade after you have been healed 32 times.
ID: 19111^6
Bathes you in a holy blessing, increasing your attack rating, strength, and armor class. When struck in melee there is a chance to receive a heal. This blessing will fade after you have been healed 32 times.
ID: 19112^6
Bathes you in a holy blessing, increasing your attack rating, strength, and armor class. When struck in melee there is a chance to receive a heal. This blessing will fade after you have been healed 32 times.
ID: 19113^6
Heals #1 hit points initially. Heals #2 hit points every six seconds.
ID: 19114^6
Heals #1 hit points initially. Heals #2 hit points every six seconds.
ID: 19115^6
Heals #1 hit points initially. Heals #2 hit points every six seconds.
ID: 19116^6
Places the mark of the pious on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 19117^6
Places the mark of the pious on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 19118^6
Places the mark of the pious on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 19119^6
Channels the power of sunlight, consuming up to #1 mana to heal your group.
ID: 19120^6
Channels the power of sunlight, consuming up to #1 mana to heal your group.
ID: 19121^6
Channels the power of sunlight, consuming up to #1 mana to heal your group.
ID: 19122^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 19123^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 19124^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 19125^6
Instant Duration.
ID: 19126^6
Instant Duration.
ID: 19127^6
Instant Duration.
ID: 19128^6
Cleanses the body of your target, curing severe diseases and poisons.
ID: 19129^6
Cleanses the body of your target, curing severe diseases and poisons.
ID: 19130^6
Cleanses the body of your target, curing severe diseases and poisons.
ID: 19131^6
Braces your body to withstand the next two incoming melee attacks, reducing damage done.
ID: 19132^6
Braces your body to withstand the next two incoming melee attacks, reducing damage done.
ID: 19133^6
Braces your body to withstand the next two incoming melee attacks, reducing damage done.
ID: 19134^6
Absorbs #9 percent of incoming melee damage up to a maximum of @9, or two attacks.
ID: 19135^6
Absorbs #9 percent of incoming melee damage up to a maximum of @9, or two attacks.
ID: 19136^6
Absorbs #9 percent of incoming melee damage up to a maximum of @9, or two attacks.
ID: 19137^6
Increases your maximum hit points by #8. This bonus will decay over time.
ID: 19138^6
Increases your maximum hit points by #8. This bonus will decay over time.
ID: 19139^6
Increases your maximum hit points by #8. This bonus will decay over time.
ID: 19140^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 19141^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 19142^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 19143^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 19144^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 19145^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 19146^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 19147^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 19148^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 19149^6
Surrounds your target in a shield of needles that cause damage to anything that strikes them for %z.
ID: 19150^6
Surrounds your target in a shield of needles that cause damage to anything that strikes them for %z.
ID: 19151^6
Surrounds your target in a shield of needles that cause damage to anything that strikes them for %z.
ID: 19152^6
Unleashes a pair of kicks to your target's head, sometimes causing partial memory loss.
ID: 19153^6
Unleashes a pair of kicks to your target's head, sometimes causing partial memory loss.
ID: 19154^6
Unleashes a pair of kicks to your target's head, sometimes causing partial memory loss.
ID: 19155^6
Commands a swarm of beetles to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 19156^6
Commands a swarm of beetles to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 19157^6
Commands a swarm of beetles to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 19158^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 19159^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 19160^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 19161^6
Blesses your target with the strength of the tracker, increasing their hit points and attack rating for %z.
ID: 19162^6
Blesses your target with the strength of the tracker, increasing their hit points and attack rating for %z.
ID: 19163^6
Blesses your target with the strength of the tracker, increasing their hit points and attack rating for %z.
ID: 19164^6
Calls forth a frozen wind to encase your target in ice, doing @1 damage.
ID: 19165^6
Calls forth a frozen wind to encase your target in ice, doing @1 damage.
ID: 19166^6
Calls forth a frozen wind to encase your target in ice, doing @1 damage.
ID: 19167^6
Blankets your target in a drifting fog, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 19168^6
Blankets your target in a drifting fog, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 19169^6
Blankets your target in a drifting fog, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 19170^6
Summons the spirit of the predator to impart your group with increased attack rating and double attack chance for up to %z.
ID: 19171^6
Summons the spirit of the predator to impart your group with increased attack rating and double attack chance for up to %z.
ID: 19172^6
Summons the spirit of the predator to impart your group with increased attack rating and double attack chance for up to %z.
ID: 19173^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 19174^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 19175^6
Ignites your target's skin, doing between #1 and @1 damage.
ID: 19176^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 19177^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 19178^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 19179^6
Burns your target's skin with summer's dew, inflicting damage separately from searing heat and a chilling dew splash. Enemies find this spell particularly infuriating.
ID: 19180^6
Burns your target's skin with summer's dew, inflicting damage separately from searing heat and a chilling dew splash. Enemies find this spell particularly infuriating.
ID: 19181^6
Burns your target's skin with summer's dew, inflicting damage separately from searing heat and a chilling dew splash. Enemies find this spell particularly infuriating.
ID: 19182^6
Instant Duration.
ID: 19183^6
Instant Duration.
ID: 19184^6
Instant Duration.
ID: 19185^6
Instant Duration.
ID: 19186^6
Instant Duration.
ID: 19187^6
Instant Duration.
ID: 19188^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 19189^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 19190^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 19191^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 19192^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 19193^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 19194^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 19195^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 19196^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 19197^6
Instant Duration.
ID: 19198^6
Instant Duration.
ID: 19199^6
Instant Duration.
ID: 19200^6
Makes your eyes like those of an owl for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 19201^6
Makes your eyes like those of an owl for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 19202^6
Makes your eyes like those of an owl for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 19203^6
Dispels up to two beneficial enchantments affecting your target.
ID: 19204^6
Dispels up to two beneficial enchantments affecting your target.
ID: 19205^6
Dispels up to two beneficial enchantments affecting your target.
ID: 19206^6
Instant Duration.
ID: 19207^6
Focuses your combat reflexes, allowing you to parry most melee attacks.
ID: 19208^6
Cloaks your target in spined feathers, increasing their armor class, and causing damage to anything that strikes them for %z.
ID: 19209^6
Cloaks your target in spined feathers, increasing their armor class, and causing damage to anything that strikes them for %z.
ID: 19210^6
Cloaks your target in spined feathers, increasing their armor class, and causing damage to anything that strikes them for %z.
ID: 19211^6
Covers your face in the mask of the forest for %z, allowing you improved vision and the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 19212^6
Covers your face in the mask of the forest for %z, allowing you improved vision and the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 19213^6
Covers your face in the mask of the forest for %z, allowing you improved vision and the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 19214^6
Looses a magical arrow against an unsuspecting target, inflicting #1 damage. Your target cannot be in combat. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 19215^6
Looses a magical arrow against an unsuspecting target, inflicting #1 damage. Your target cannot be in combat. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 19216^6
Looses a magical arrow against an unsuspecting target, inflicting #1 damage. Your target cannot be in combat. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 19217^6
Imbues your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 19218^6
Imbues your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 19219^6
Imbues your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 19220^6
Instant Duration.
ID: 19221^6
Instant Duration.
ID: 19222^6
Instant Duration.
ID: 19223^6
Imbues your bow with energy, increasing archery accuracy and damage.
ID: 19224^6
Imbues your bow with energy, increasing archery accuracy and damage.
ID: 19225^6
Imbues your bow with energy, increasing archery accuracy and damage.
ID: 19226^6
Conjures a hail of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 19227^6
Conjures a hail of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 19228^6
Conjures a hail of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 19229^6
Imbues your weapons with devastating power, allowing them a chance to strike with the fury of a feral beast.
ID: 19230^6
Imbues your weapons with devastating power, allowing them a chance to strike with the fury of a feral beast.
ID: 19231^6
Imbues your weapons with devastating power, allowing them a chance to strike with the fury of a feral beast.
ID: 19232^6
Instant Duration.
ID: 19233^6
Instant Duration.
ID: 19234^6
Instant Duration.
ID: 19235^6
Looses a barbed arrow that rends the flesh of an animal or humanoid target, dealing #1 damage. Generates additional hate. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 19236^6
Looses a barbed arrow that rends the flesh of an animal or humanoid target, dealing #1 damage. Generates additional hate. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 19237^6
Looses a barbed arrow that rends the flesh of an animal or humanoid target, dealing #1 damage. Generates additional hate. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 19238^6
Surrounds your body in a coat of blades that increases your armor class, as well as harming those that strike you for %z.
ID: 19239^6
Surrounds your body in a coat of blades that increases your armor class, as well as harming those that strike you for %z.
ID: 19240^6
Surrounds your body in a coat of blades that increases your armor class, as well as harming those that strike you for %z.
ID: 19241^6
Increases critical strike chance and accuracy.
ID: 19242^6
Increases critical strike chance and accuracy.
ID: 19243^6
Increases critical strike chance and accuracy.
ID: 19244^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 19245^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 19246^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 19247^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 19248^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 19249^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 19250^6
You impart your knowledge of toxic substances to an ally, which increases the damage they can inflict with poison-based spells and effects.
ID: 19251^6
You impart your knowledge of toxic substances to an ally, which increases the damage they can inflict with poison-based spells and effects.
ID: 19252^6
You impart your knowledge of toxic substances to an ally, which increases the damage they can inflict with poison-based spells and effects.
ID: 19253^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #4.
ID: 19254^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #4.
ID: 19255^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #4.
ID: 19256^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 19257^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 19258^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 19259^6
Increases the damage done by all of your melee attacks.
ID: 19260^6
Increases the damage done by all of your melee attacks.
ID: 19261^6
Increases the damage done by all of your melee attacks.
ID: 19262^6
Pinpoints the vulnerabilities of your target, increasing the damage they take from backstabs by #4 percent for %z.
ID: 19263^6
Pinpoints the vulnerabilities of your target, increasing the damage they take from backstabs by #4 percent for %z.
ID: 19264^6
Pinpoints the vulnerabilities of your target, increasing the damage they take from backstabs by #4 percent for %z.
ID: 19265^6
Strikes an unsuspecting opponent with a focused blow, stunning them. You must be out of combat. This will only work on targets up to level @1.
ID: 19266^6
Strikes an unsuspecting opponent with a focused blow, stunning them. You must be out of combat. This will only work on targets up to level @1.
ID: 19267^6
Strikes an unsuspecting opponent with a focused blow, stunning them. You must be out of combat. This will only work on targets up to level @1.
ID: 19268^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. You must be out of combat.
ID: 19269^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. You must be out of combat.
ID: 19270^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. You must be out of combat.
ID: 19271^6
Strikes an unsuspecting opponent with a piercing blow, causing #1 damage. You must be out of combat.
ID: 19272^6
Strikes an unsuspecting opponent with a piercing blow, causing #1 damage. You must be out of combat.
ID: 19273^6
Strikes an unsuspecting opponent with a piercing blow, causing #1 damage. You must be out of combat.
ID: 19274^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 19275^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 19276^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 19277^6
Mesmerization.
ID: 19278^6
Mesmerization.
ID: 19279^6
Mesmerization.
ID: 19280^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. This technique will also increase the damage from a double backstab, should you execute one. You may only prepare for a sneak attack after being hidden for a few seconds.
ID: 19281^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. This technique will also increase the damage from a double backstab, should you execute one. You may only prepare for a sneak attack after being hidden for a few seconds.
ID: 19282^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. This technique will also increase the damage from a double backstab, should you execute one. You may only prepare for a sneak attack after being hidden for a few seconds.
ID: 19283^6
Procures a slender wooden sap, which can be used to incapacitate and rob your enemies.
ID: 19284^6
Procures a slender wooden sap, which can be used to incapacitate and rob your enemies.
ID: 19285^6
Procures a slender wooden sap, which can be used to incapacitate and rob your enemies.
ID: 19286^6
Strikes your enemies with the sap, inflicting damage and potentially stealing their belongings.
ID: 19287^6
Strikes your enemies with the sap, inflicting damage and potentially stealing their belongings.
ID: 19288^6
Strikes your enemies with the sap, inflicting damage and potentially stealing their belongings.
ID: 19289^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 19290^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 19291^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 19292^6
Increases hate generated by #2 percent. Increases maximum hit points by #6.
ID: 19293^6
Increases hate generated by #2 percent. Increases maximum hit points by #6.
ID: 19294^6
Increases hate generated by #2 percent. Increases maximum hit points by #6.
ID: 19295^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 19296^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 19297^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 19298^6
Heals #6 hit points every six seconds.
ID: 19299^6
Heals #6 hit points every six seconds.
ID: 19300^6
Heals #6 hit points every six seconds.
ID: 19301^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 19302^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 19303^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 19304^6
Heals #7 hit points every six seconds. Increases mana by #8 every six seconds.
ID: 19305^6
Heals #7 hit points every six seconds. Increases mana by #8 every six seconds.
ID: 19306^6
Heals #7 hit points every six seconds. Increases mana by #8 every six seconds.
ID: 19307^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 19308^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 19309^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 19310^6
Instant Duration.
ID: 19311^6
Instant Duration.
ID: 19312^6
Instant Duration.
ID: 19313^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 19314^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 19315^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 19316^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 19317^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 19318^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 19319^6
Increases armor class by #7.
ID: 19320^6
Increases armor class by #7.
ID: 19321^6
Increases armor class by #7.
ID: 19322^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 19323^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 19324^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 19325^6
Animates an undead servant. Consumes bone chips when cast.
ID: 19326^6
Animates an undead servant. Consumes bone chips when cast.
ID: 19327^6
Animates an undead servant. Consumes bone chips when cast.
ID: 19328^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 19329^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 19330^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 19331^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 19332^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 19333^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 19334^6
Hurls a spear of decay at your target, doing #1 damage.
ID: 19335^6
Hurls a spear of decay at your target, doing #1 damage.
ID: 19336^6
Hurls a spear of decay at your target, doing #1 damage.
ID: 19337^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 19338^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 19339^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 19340^6
Covers your body in a protective cloak of corruption for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 19341^6
Covers your body in a protective cloak of corruption for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 19342^6
Covers your body in a protective cloak of corruption for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 19343^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 19344^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 19345^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 19346^6
Instant Duration.
ID: 19347^6
Instant Duration.
ID: 19348^6
Instant Duration.
ID: 19349^6
Instant Duration.
ID: 19350^6
Instant Duration.
ID: 19351^6
Instant Duration.
ID: 19352^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 19353^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 19354^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 19355^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a Mindshear Strike. The Mindshear Strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 19356^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a Mindshear Strike. The Mindshear Strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 19357^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a Mindshear Strike. The Mindshear Strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 19358^6
Instant Duration.
ID: 19359^6
Instant Duration.
ID: 19360^6
Instant Duration.
ID: 19361^6
#10 percent of melee damage done will be returned as healing.
ID: 19362^6
#10 percent of melee damage done will be returned as healing.
ID: 19363^6
#10 percent of melee damage done will be returned as healing.
ID: 19364^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 19365^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 19366^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 19367^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 19368^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 19369^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 19370^6
Absorbs up to $6 damage from incoming melee attacks for the next three attacks that strike you.
ID: 19371^6
Absorbs up to $6 damage from incoming melee attacks for the next three attacks that strike you.
ID: 19372^6
Absorbs up to $6 damage from incoming melee attacks for the next three attacks that strike you.
ID: 19373^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 19374^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 19375^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 19376^6
Causes you to stop breathing and appear dead to most creatures. When your body crumples, there is a chance your enemies will forget about you completely.
ID: 19377^6
Causes you to stop breathing and appear dead to most creatures. When your body crumples, there is a chance your enemies will forget about you completely.
ID: 19378^6
Causes you to stop breathing and appear dead to most creatures. When your body crumples, there is a chance your enemies will forget about you completely.
ID: 19379^6
Instant Duration.
ID: 19380^6
Instant Duration.
ID: 19381^6
Instant Duration.
ID: 19382^6
Decreases maximum hit points by #8. This effect will decay over time.
ID: 19383^6
Decreases maximum hit points by #8. This effect will decay over time.
ID: 19384^6
Decreases maximum hit points by #8. This effect will decay over time.
ID: 19385^6
Fills you with a remorseless demeanor that grants extra efficacy to your next lifetap spell if you are the one responsible for the death of a challenging foe.
ID: 19386^6
Fills you with a remorseless demeanor that grants extra efficacy to your next lifetap spell if you are the one responsible for the death of a challenging foe.
ID: 19387^6
Fills you with a remorseless demeanor that grants extra efficacy to your next lifetap spell if you are the one responsible for the death of a challenging foe.
ID: 19388^6
Increases the damage of your next lifetap spell by up to $1 percent. This bonus will decay on spells over level #2.
ID: 19389^6
Increases the damage of your next lifetap spell by up to $1 percent. This bonus will decay on spells over level #2.
ID: 19390^6
Increases the damage of your next lifetap spell by up to $1 percent. This bonus will decay on spells over level #2.
ID: 19391^6
Fills your target with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your target with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 19392^6
Fills your target with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your target with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 19393^6
Fills your target with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your target with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 19394^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 19395^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 19396^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 19397^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 19398^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 19399^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 19400^6
Fills your group with the power of the lynx, granting their melee attacks a chance to cause extra damage.
ID: 19401^6
Fills your group with the power of the lynx, granting their melee attacks a chance to cause extra damage.
ID: 19402^6
Fills your group with the power of the lynx, granting their melee attacks a chance to cause extra damage.
ID: 19403^6
Instant Duration.
ID: 19404^6
Instant Duration.
ID: 19405^6
Instant Duration.
ID: 19406^6
Instant Duration.
ID: 19407^6
Instant Duration.
ID: 19408^6
Instant Duration.
ID: 19409^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 19410^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 19411^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 19412^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 19413^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 19414^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 19415^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 19416^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 19417^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 19418^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to attacks.
ID: 19419^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to attacks.
ID: 19420^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to attacks.
ID: 19421^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 19422^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 19423^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 19424^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 19425^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 19426^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 19427^6
Fills your target with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 19428^6
Fills your target with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 19429^6
Fills your target with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 19430^6
Fills your group with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your group with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 19431^6
Fills your group with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your group with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 19432^6
Fills your group with a preternatural foresight, increasing their ability to avoid being hit for %z. This ability also fills your group with the power of the mammoth, increasing the damage they are capable of for %z.
ID: 19433^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 19434^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 19435^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 19436^6
Afflicts your target with an Ukun bite, causing between #1 and @1 damage.
ID: 19437^6
Afflicts your target with an Ukun bite, causing between #1 and @1 damage.
ID: 19438^6
Afflicts your target with an Ukun bite, causing between #1 and @1 damage.
ID: 19439^6
Fills your group with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 19440^6
Fills your group with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 19441^6
Fills your group with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 19442^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 19443^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 19444^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 19445^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 19446^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 19447^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 19448^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 19449^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 19450^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 19451^6
Creates a Mystrae's Favor Trinket. This shamanistic trinket can be invoked to protect your group from harm by granting them resistance to poison, disease, and corruption. Due to the concentration required, the ancestral magic of the Mystrae's Favor Trinket can only be invoked after a rest interval.
ID: 19452^6
Creates a Mystrae's Favor Trinket. This shamanistic trinket can be invoked to protect your group from harm by granting them resistance to poison, disease, and corruption. Due to the concentration required, the ancestral magic of the Mystrae's Favor Trinket can only be invoked after a rest interval.
ID: 19453^6
Creates a Mystrae's Favor Trinket. This shamanistic trinket can be invoked to protect your group from harm by granting them resistance to poison, disease, and corruption. Due to the concentration required, the ancestral magic of the Mystrae's Favor Trinket can only be invoked after a rest interval.
ID: 19454^6
Grants your group resistance to poison, disease, and corruption for %z.
ID: 19455^6
Grants your group resistance to poison, disease, and corruption for %z.
ID: 19456^6
Grants your group resistance to poison, disease, and corruption for %z.
ID: 19457^6
Summons the power of Grezan, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 19458^6
Summons the power of Grezan, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 19459^6
Summons the power of Grezan, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 19460^6
Absorbs #1 percent of incoming melee damage, up to a maximum of @1.
ID: 19461^6
Absorbs #1 percent of incoming melee damage, up to a maximum of @1.
ID: 19462^6
Absorbs #1 percent of incoming melee damage, up to a maximum of @1.
ID: 19463^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 19464^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 19465^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 19466^6
Focuses your group's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 19467^6
Focuses your group's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 19468^6
Focuses your group's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 19469^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 19470^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 19471^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 19472^6
Fills your target with a preternatural foresight, strength of the mammoth, Darkpaw focusing, and a spirit of determination. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 19473^6
Fills your target with a preternatural foresight, strength of the mammoth, Darkpaw focusing, and a spirit of determination. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 19474^6
Fills your target with a preternatural foresight, strength of the mammoth, Darkpaw focusing, and a spirit of determination. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 19475^6
Fills your group with a preternatural foresight, strength of the mammoth, Darkpaw focusing, and a spirit of determination. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 19476^6
Fills your group with a preternatural foresight, strength of the mammoth, Darkpaw focusing, and a spirit of determination. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 19477^6
Fills your group with a preternatural foresight, strength of the mammoth, Darkpaw focusing, and a spirit of determination. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 19478^6
Protects your group from corruption by bestowing a protection that will prevent the next corruption-based spell from affecting them.
ID: 19479^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. Due to the nature of this venom, the damage done will decay over time.
ID: 19480^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. Due to the nature of this venom, the damage done will decay over time.
ID: 19481^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. Due to the nature of this venom, the damage done will decay over time.
ID: 19482^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 19483^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 19484^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 19485^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 19486^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 19487^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 19488^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 19489^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 19490^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 19491^6
Provides a #1 percent chance to cast a healing spell.
ID: 19492^6
Provides a #1 percent chance to cast a healing spell.
ID: 19493^6
Provides a #1 percent chance to cast a healing spell.
ID: 19494^6
Heals #2 hit points every six seconds.
ID: 19495^6
Blocks the effects of damage shield on your target.
ID: 19496^6
Blocks the effects of damage shield on your target.
ID: 19497^6
Blocks the effects of damage shield on your target.
ID: 19498^6
Protects you with a spiritual guard that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 19499^6
Protects you with a spiritual guard that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 19500^6
Protects you with a spiritual guard that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 19501^6
Heals #1 hit points every six seconds.
ID: 19502^6
Heals #1 hit points every six seconds.
ID: 19503^6
Heals #1 hit points every six seconds.
ID: 19504^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 19505^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 19506^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 19507^6
By calling to the Pack of Aina, your detrimental damaging spells will have a chance to summon a pack of wolves that will attack your target. Consumes #10 mana every six seconds.
ID: 19508^6
By calling to the Pack of Aina, your detrimental damaging spells will have a chance to summon a pack of wolves that will attack your target. Consumes #10 mana every six seconds.
ID: 19509^6
By calling to the Pack of Aina, your detrimental damaging spells will have a chance to summon a pack of wolves that will attack your target. Consumes #10 mana every six seconds.
ID: 19510^6
Instant Duration.
ID: 19511^6
Instant Duration.
ID: 19512^6
Instant Duration.
ID: 19513^6
Channels the blood of Avoling to cure your group of poison and disease.
ID: 19514^6
Channels the blood of Avoling to cure your group of poison and disease.
ID: 19515^6
Channels the blood of Avoling to cure your group of poison and disease.
ID: 19516^6
Timeworn symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 19517^6
Timeworn symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 19518^6
Timeworn symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 19519^6
Absorbs #6 incoming melee damage.
ID: 19520^6
Absorbs #6 incoming melee damage.
ID: 19521^6
Absorbs #6 incoming melee damage.
ID: 19522^6
By tightening your muscles and adopting a defensive combat stance, you can reduce the harm done to you by physical attacks for a while.
ID: 19523^6
By tightening your muscles and adopting a defensive combat stance, you can reduce the harm done to you by physical attacks for a while.
ID: 19524^6
By tightening your muscles and adopting a defensive combat stance, you can reduce the harm done to you by physical attacks for a while.
ID: 19525^6
A precise blunt strike to the windpipe that increases the time required for your target to cast their spells.
ID: 19526^6
A precise blunt strike to the windpipe that increases the time required for your target to cast their spells.
ID: 19527^6
A precise blunt strike to the windpipe that increases the time required for your target to cast their spells.
ID: 19528^6
Executes a maelstrom blade blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 19529^6
Executes a maelstrom blade blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 19530^6
Executes a maelstrom blade blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 19531^6
You scowl at your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 19532^6
You scowl at your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 19533^6
You scowl at your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 19534^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 19535^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 19536^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 19537^6
Incites intense hatred in your target by bellowing a great cry.
ID: 19538^6
Incites intense hatred in your target by bellowing a great cry.
ID: 19539^6
Incites intense hatred in your target by bellowing a great cry.
ID: 19540^6
Prepares to reflect the next spell cast upon you back to its caster.
ID: 19541^6
Prepares to reflect the next spell cast upon you back to its caster.
ID: 19542^6
Prepares to reflect the next spell cast upon you back to its caster.
ID: 19543^6
Reflects the next spell cast upon you back to its caster.
ID: 19544^6
Reflects the next spell cast upon you back to its caster.
ID: 19545^6
Reflects the next spell cast upon you back to its caster.
ID: 19546^6
Executes a devastating attack to an off-balance opponent. This ability can only be used against targets that are below 20 percent health.
ID: 19547^6
Executes a devastating attack to an off-balance opponent. This ability can only be used against targets that are below 20 percent health.
ID: 19548^6
Executes a devastating attack to an off-balance opponent. This ability can only be used against targets that are below 20 percent health.
ID: 19549^6
Executes a crushing blow to an opponent, reducing their melee damage by #1 percent for their next 5 attacks.
ID: 19550^6
Executes a crushing blow to an opponent, reducing their melee damage by #1 percent for their next 5 attacks.
ID: 19551^6
Executes a crushing blow to an opponent, reducing their melee damage by #1 percent for their next 5 attacks.
ID: 19552^6
Gives additional weight to your attacks, allowing you to punch through your opponent's defenses.
ID: 19553^6
Gives additional weight to your attacks, allowing you to punch through your opponent's defenses.
ID: 19554^6
Gives additional weight to your attacks, allowing you to punch through your opponent's defenses.
ID: 19555^6
Slams a shield into an opponent, inflicting damage and knocking them off-balance. You will be protected from the next two incoming attacks.
ID: 19556^6
Slams a shield into an opponent, inflicting damage and knocking them off-balance. You will be protected from the next two incoming attacks.
ID: 19557^6
Slams a shield into an opponent, inflicting damage and knocking them off-balance. You will be protected from the next two incoming attacks.
ID: 19558^6
Absorbs #1 percent of incoming melee damage up to a maximum of @1, or two attacks.
ID: 19559^6
Absorbs #1 percent of incoming melee damage up to a maximum of @1, or two attacks.
ID: 19560^6
Absorbs #1 percent of incoming melee damage up to a maximum of @1, or two attacks.
ID: 19561^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 19562^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 19563^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 19564^6
Covers your target in deadly rime, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 19565^6
Covers your target in deadly rime, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 19566^6
Covers your target in deadly rime, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 19567^6
Surrounds you with a sparkling magical shield, increasing your hit points, armor class, and magic resistance.
ID: 19568^6
Surrounds you with a sparkling magical shield, increasing your hit points, armor class, and magic resistance.
ID: 19569^6
Surrounds you with a sparkling magical shield, increasing your hit points, armor class, and magic resistance.
ID: 19570^6
Huge drops of boiling lava fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 19571^6
Huge drops of boiling lava fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 19572^6
Huge drops of boiling lava fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 19573^6
Shocks the mind of your target, causing them to forget some of the harm you have done to them. This spell has a high chance to bestow a Concussive effect to your spellcasting that will greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 19574^6
Shocks the mind of your target, causing them to forget some of the harm you have done to them. This spell has a high chance to bestow a Concussive effect to your spellcasting that will greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 19575^6
Shocks the mind of your target, causing them to forget some of the harm you have done to them. This spell has a high chance to bestow a Concussive effect to your spellcasting that will greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 19576^6
Has a #1 percent chance to cast Concussive Flame, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 19577^6
Has a #1 percent chance to cast Concussive Flame, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 19578^6
Has a #1 percent chance to cast Concussive Flame, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 19579^6
Reduces the hate generated by your next three fire-based spells.
ID: 19580^6
Reduces the hate generated by your next three ice-based spells.
ID: 19581^6
Reduces the hate generated by your next three magic-based spells.
ID: 19582^6
Summons the blazing power of Talendor to surround you in flames, causing between #1 and @1 damage to all nearby creatures.
ID: 19583^6
Summons the blazing power of Talendor to surround you in flames, causing between #1 and @1 damage to all nearby creatures.
ID: 19584^6
Summons the blazing power of Talendor to surround you in flames, causing between #1 and @1 damage to all nearby creatures.
ID: 19585^6
You focus in pure concentration to absorb some of the energy from your surroundings.
ID: 19586^6
You focus in pure concentration to absorb some of the energy from your surroundings.
ID: 19587^6
You focus in pure concentration to absorb some of the energy from your surroundings.
ID: 19588^6
ID: 19589^6
ID: 19590^6
ID: 19591^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 19592^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 19593^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 19594^6
Instant Duration.
ID: 19595^6
Inflicts #1 damage every six seconds. Roots in place.
ID: 19596^6
A telekinetic force propels you forward.
ID: 19597^6
A telekinetic force propels you forward.
ID: 19598^6
A telekinetic force propels you forward.
ID: 19599^6
Blistering lava consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 19600^6
Blistering lava consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 19601^6
Blistering lava consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 19602^6
Envelops you in a scales of crystal that absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 19603^6
Envelops you in a scales of crystal that absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 19604^6
Envelops you in a scales of crystal that absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 19605^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 19606^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 19607^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 19608^6
Engulfs your target's body in an arcing ball of thunderous energy, causing #1 damage.
ID: 19609^6
Engulfs your target's body in an arcing ball of thunderous energy, causing #1 damage.
ID: 19610^6
Engulfs your target's body in an arcing ball of thunderous energy, causing #1 damage.
ID: 19611^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage.
ID: 19612^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage.
ID: 19613^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage.
ID: 19614^6
Your target is frozen solid instantly, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 19615^6
Your target is frozen solid instantly, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 19616^6
Your target is frozen solid instantly, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 19617^6
Instant Duration.
ID: 19618^6
Instant Duration.
ID: 19619^6
Instant Duration.
ID: 19620^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 19621^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 19622^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 19623^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 19624^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 19625^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 19626^6
An eruption of lava bursts around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 19627^6
An eruption of lava bursts around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 19628^6
An eruption of lava bursts around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 19629^6
Summons an avalanche of glacial boulders, causing #1 damage to your target.
ID: 19630^6
Summons an avalanche of glacial boulders, causing #1 damage to your target.
ID: 19631^6
Summons an avalanche of glacial boulders, causing #1 damage to your target.
ID: 19632^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 19633^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 19634^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 19635^6
Your target is consumed by flashfires, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 19636^6
Your target is consumed by flashfires, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 19637^6
Your target is consumed by flashfires, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 19638^6
Instant Duration.
ID: 19639^6
Instant Duration.
ID: 19640^6
Instant Duration.
ID: 19641^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 19642^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 19643^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 19644^6
Encases your target with frost, doing #1 damage.
ID: 19645^6
Encases your target with frost, doing #1 damage.
ID: 19646^6
Encases your target with frost, doing #1 damage.
ID: 19647^6
Smashes your target with force energy, stunning them briefly and causing #1 damage.
ID: 19648^6
Smashes your target with force energy, stunning them briefly and causing #1 damage.
ID: 19649^6
Smashes your target with force energy, stunning them briefly and causing #1 damage.
ID: 19650^6
Gives your target Calrena's defense, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 19651^6
Gives your target Calrena's defense, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 19652^6
Gives your target Calrena's defense, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 19653^6
A storm of icicles rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 19654^6
A storm of icicles rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 19655^6
A storm of icicles rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 19656^6
Engulfs your target in Klixcxyk's fire, causing #1 damage.
ID: 19657^6
Engulfs your target in Klixcxyk's fire, causing #1 damage.
ID: 19658^6
Engulfs your target in Klixcxyk's fire, causing #1 damage.
ID: 19659^6
Calls forth squirming nethermists that weave around your body and protect you from harm. Those that strike you have a chance of becoming snared by the tendrils, which reduces their movement speed. The nethermists can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 19660^6
Calls forth squirming nethermists that weave around your body and protect you from harm. Those that strike you have a chance of becoming snared by the tendrils, which reduces their movement speed. The nethermists can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 19661^6
Calls forth squirming nethermists that weave around your body and protect you from harm. Those that strike you have a chance of becoming snared by the tendrils, which reduces their movement speed. The nethermists can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 19662^6
Reduces movement rate.
ID: 19663^6
Reduces movement rate.
ID: 19664^6
Reduces movement rate.
ID: 19665^6
Weaves mana into a bolt of burning energy, inflicting @1 damage. There is a chance that the pattern of this weave can be harnessed to increase the effect of your next direct damage spell. There is also a chance that the pattern will become unstable and reduce the effect of your direct damage spells for a brief time.
ID: 19666^6
Weaves mana into a bolt of burning energy, inflicting @1 damage. There is a chance that the pattern of this weave can be harnessed to increase the effect of your next direct damage spell. There is also a chance that the pattern will become unstable and reduce the effect of your direct damage spells for a brief time.
ID: 19667^6
Weaves mana into a bolt of burning energy, inflicting @1 damage. There is a chance that the pattern of this weave can be harnessed to increase the effect of your next direct damage spell. There is also a chance that the pattern will become unstable and reduce the effect of your direct damage spells for a brief time.
ID: 19668^6
Instant Duration.
ID: 19669^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 19670^6
Decreases the damage of direct damage spells by up to #1 percent.
ID: 19671^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 19672^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 19673^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 19674^6
Calls forth a beam of pure solarflare that extends in front of the caster, inflicting #1 damage to all enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 19675^6
Calls forth a beam of pure solarflare that extends in front of the caster, inflicting #1 damage to all enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 19676^6
Calls forth a beam of pure solarflare that extends in front of the caster, inflicting #1 damage to all enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 19677^6
Instant Duration.
ID: 19678^6
Inflicts #1 damage every six seconds. Blinds.
ID: 19679^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic flame or a claw of ice, but there is also a chance your target will be struck by pure wildmagic. Pure wildmagic is especially damaging and difficult to resist.
ID: 19680^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic flame or a claw of ice, but there is also a chance your target will be struck by pure wildmagic. Pure wildmagic is especially damaging and difficult to resist.
ID: 19681^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic flame or a claw of ice, but there is also a chance your target will be struck by pure wildmagic. Pure wildmagic is especially damaging and difficult to resist.
ID: 19682^6
Instant Duration.
ID: 19683^6
Instant Duration.
ID: 19684^6
Instant Duration.
ID: 19685^6
Uses the magic of teleportation to instantaneously transport you forward.
ID: 19686^6
Uses the magic of teleportation to instantaneously transport you forward.
ID: 19687^6
Uses the magic of teleportation to instantaneously transport you forward.
ID: 19688^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 19689^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 19690^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 19691^6
Instant Duration.
ID: 19692^6
Inflicts #1 damage every six seconds. Stuns.
ID: 19693^6
Conjures a magical eye that allows you to see creatures with enhanced invisibility.
ID: 19694^6
Conjures a magical eye that allows you to see creatures with enhanced invisibility.
ID: 19695^6
Conjures a magical eye that allows you to see creatures with enhanced invisibility.
ID: 19696^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 19697^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 19698^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 19699^6
Cloaks your group in a mystic veil, rendering them invisible to many creatures for %z.
ID: 19700^6
Cloaks your group in a mystic veil, rendering them invisible to many creatures for %z.
ID: 19701^6
Cloaks your group in a mystic veil, rendering them invisible to many creatures for %z.
ID: 19702^6
Shatters a ball of ice upon your target, inflicting 1919 damage initially and decreasing hate by 1632 every six seconds.
ID: 19703^6
Shatters a ball of ice upon your target, inflicting 2179 damage initially and decreasing hate by 1861 every six seconds.
ID: 19704^6
Shatters a ball of ice upon your target, inflicting 2354 damage initially and decreasing hate by 1983 every six seconds.
ID: 19705^6
Instant Duration.
ID: 19706^6
Instant Duration.
ID: 19707^6
Instant Duration.
ID: 19708^6
Decreases #3 hate every six seconds.
ID: 19709^6
Decreases #3 hate every six seconds.
ID: 19710^6
Decreases #3 hate every six seconds.
ID: 19711^6
Places the mark of the crusader on your target, dealing #1 damage each time the target strikes another creature. This effect will fade after ten strikes.
ID: 19712^6
Places the mark of the crusader on your target, dealing #1 damage each time the target strikes another creature. This effect will fade after ten strikes.
ID: 19713^6
Places the mark of the crusader on your target, dealing #1 damage each time the target strikes another creature. This effect will fade after ten strikes.
ID: 19714^6
Regenerates health and mana every six seconds.
ID: 19715^6
Regenerates health and mana every six seconds.
ID: 19716^6
Regenerates health and mana every six seconds.
ID: 19717^6
Causes up to six nearby enemies to fall into an enchanted sleep for up to %z.
ID: 19718^6
Causes up to six nearby enemies to fall into an enchanted sleep for up to %z.
ID: 19719^6
Causes up to six nearby enemies to fall into an enchanted sleep for up to %z.
ID: 19720^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a small chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 19721^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a small chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 19722^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a small chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 19723^6
Word can hurt. These words hurt for $1 damage to the targeted creature.
ID: 19724^6
Word can hurt. These words hurt for $1 damage to the targeted creature.
ID: 19725^6
Word can hurt. These words hurt for $1 damage to the targeted creature.
ID: 19726^6
A spell which increases the target's hate, and strikes it with cold and poisonous venom.
ID: 19727^6
A spell which increases the target's hate, and strikes it with cold and poisonous venom.
ID: 19728^6
A spell which increases the target's hate, and strikes it with cold and poisonous venom.
ID: 19729^6
This component of Frozen Venom poisons the target.
ID: 19730^6
This component of Frozen Venom poisons the target.
ID: 19731^6
This component of Frozen Venom poisons the target.
ID: 19732^6
This component of Frozen Venom freezes the target.
ID: 19733^6
This component of Frozen Venom freezes the target.
ID: 19734^6
This component of Frozen Venom freezes the target.
ID: 19735^6
This spell cast on the pet will give the pet a contact healing ability, which will periodically heal the pet's enemy's enemy.
ID: 19736^6
This spell cast on the pet will give the pet a contact healing ability, which will periodically heal the pet's enemy's enemy.
ID: 19737^6
This spell cast on the pet will give the pet a contact healing ability, which will periodically heal the pet's enemy's enemy.
ID: 19738^6
This element of the Friendly Pet spell will heal the target's target.
ID: 19739^6
This element of the Friendly Pet spell will heal the target's target.
ID: 19740^6
This element of the Friendly Pet spell will heal the target's target.
ID: 19741^6
Throws an axe of the destroyer wildly, damaging your opponent and having a chance to apply other detrimental effects.
ID: 19742^6
Throws an axe of the destroyer wildly, damaging your opponent and having a chance to apply other detrimental effects.
ID: 19743^6
Throws an axe of the destroyer wildly, damaging your opponent and having a chance to apply other detrimental effects.
ID: 19744^6
An axe slices deeply into your opponent, causing them to take increased damage.
ID: 19745^6
An axe slices deeply into your opponent, causing them to take increased damage.
ID: 19746^6
An axe slices deeply into your opponent, causing them to take increased damage.
ID: 19747^6
Aims an axe of the destroyer at your opponent's head, briefly stunning them.
ID: 19748^6
Aims an axe of the destroyer at your opponent's head, briefly stunning them.
ID: 19749^6
Aims an axe of the destroyer at your opponent's head, briefly stunning them.
ID: 19750^6
Throws an axe of the destroyer wildly, briefly distracting your opponent.
ID: 19751^6
Throws an axe of the destroyer wildly, briefly distracting your opponent.
ID: 19752^6
Throws an axe of the destroyer wildly, briefly distracting your opponent.
ID: 19753^6
Launches a volley of four axes at your target.
ID: 19754^6
Launches a volley of four axes at your target.
ID: 19755^6
Launches a volley of four axes at your target.
ID: 19756^6
A spell which confers reflect damage and iron maiden effects on the target's target (NPC), and proc heal on the target (another player).
ID: 19757^6
A spell which confers reflect damage and iron maiden effects on the target's target (NPC), and proc heal on the target (another player).
ID: 19758^6
A spell which confers reflect damage and iron maiden effects on the target's target (NPC), and proc heal on the target (another player).
ID: 19759^6
Places the mark of the unsullied on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 19760^6
Places the mark of the unsullied on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 19761^6
Places the mark of the unsullied on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 19762^6
This component of Erud's Retort Effect procs a heal spell on the target.
ID: 19763^6
This component of Erud's Retort Effect procs a heal spell on the target.
ID: 19764^6
This component of Erud's Retort Effect procs a heal spell on the target.
ID: 19765^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 19766^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 19767^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 19768^6
A spell which heals the target, smites the target's target, and does extra damage if the target's target is also vampiric, undead, or elemental
ID: 19769^6
A spell which heals the target, smites the target's target, and does extra damage if the target's target is also vampiric, undead, or elemental
ID: 19770^6
A spell which heals the target, smites the target's target, and does extra damage if the target's target is also vampiric, undead, or elemental
ID: 19771^6
Bathes your target in sacred light, healing between #1 and @1 hit points.
ID: 19772^6
Bathes your target in sacred light, healing between #1 and @1 hit points.
ID: 19773^6
Bathes your target in sacred light, healing between #1 and @1 hit points.
ID: 19774^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 19775^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 19776^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 19777^6
A spell that gives a chance to twincast a heal while doing direct damage to the target
ID: 19778^6
A spell that gives a chance to twincast a heal while doing direct damage to the target.
ID: 19779^6
A spell that gives a chance to twincast a heal while doing direct damage to the target.
ID: 19780^6
Splits your magic, allowing you to twincast any instant healing spell.
ID: 19781^6
Burns your target's target for up to #1, and grants you a twincast of the next two heals cast.
ID: 19782^6
Burns your target's target for up to #1, and grants you a twincast of the next two heals cast.
ID: 19783^6
Burns your target's target for up to #1, and grants you a twincast of the next two heals cast.
ID: 19784^6
A direct damage spell which hits the target, and heals the target's target.
ID: 19785^6
A direct damage spell which hits the target, and heals the target's target.
ID: 19786^6
A direct damage spell which hits the target, and heals the target's target.
ID: 19787^6
A spell that spawns a ferocious hypergrown sporali as an ally.
ID: 19788^6
A spell that spawns a ferocious hypergrown sporali as an ally.
ID: 19789^6
A spell that spawns a ferocious hypergrown sporali as an ally.
ID: 19790^6
A free-targeted hypnotic spell which mesmerizes up to six nearby enemies within its radius of effect.
ID: 19791^6
A free-targeted hypnotic spell which mesmerizes up to six nearby enemies within its radius of effect.
ID: 19792^6
A free-targeted hypnotic spell which mesmerizes up to six nearby enemies within its radius of effect.
ID: 19793^6
This randomly-firing component of Hypnotic Stare stuns the target.
ID: 19794^6
Changes the look of your pet into one of several different Sporali.
ID: 19795^6
Surrounds your target with a swarm of bees!
ID: 19796^6
Spins you like a pinwheel.
ID: 19797^6
Place your Rallos Zek puppet on the ground.
ID: 19799^6
This randomly-firing component of Hypnotic Stare slows the target.
ID: 19800^6
This randomly-firing component of Hypnotic Stare slows the target.
ID: 19801^6
This randomly-firing component of Hypnotic Stare slows the target.
ID: 19802^6
This component of Hypnotic Stare mezzes the target.
ID: 19803^6
This component of Hypnotic Stare mezzes the target.
ID: 19804^6
This component of Hypnotic Stare mezzes the target.
ID: 19805^6
This spell conjures a cloud which hinders magic resistance.
ID: 19806^6
This spell conjures a cloud which hinders magic resistance.
ID: 19807^6
This spell conjures a cloud which hinders magic resistance.
ID: 19808^6
This component of the Arcane Disjunction spell casts a magic resistance debuff via the spell's aura.
ID: 19809^6
This component of the Arcane Disjunction spell casts a magic resistance debuff via the spell's aura.
ID: 19810^6
This component of the Arcane Disjunction spell casts a magic resistance debuff via the spell's aura.
ID: 19811^6
A mind-weakening spell which leaves the subject confused, and gives the caster a twincast effect for direct damage spells.
ID: 19812^6
A mind-weakening spell which leaves the subject confused, and gives the caster a twincast effect for direct damage spells.
ID: 19813^6
A mind-weakening spell which leaves the subject confused, and gives the caster a twincast effect for direct damage spells.
ID: 19814^6
Summons an earth elemental which pulls in enemies and damages them with earthquake tremors.
ID: 19815^6
Summons an earth elemental which pulls in enemies and damages them with earthquake tremors.
ID: 19816^6
Summons an earth elemental which pulls in enemies and damages them with earthquake tremors.
ID: 19817^6
This spell gravitates and damages enemies within its effective radius.
ID: 19818^6
This spell gravitates and damages enemies within its effective radius.
ID: 19819^6
This spell gravitates and damages enemies within its effective radius.
ID: 19820^6
Allows direct damage spells to also heal pets within area of effect.
ID: 19821^6
Allows direct damage spells to also heal pets within area of effect.
ID: 19822^6
Allows direct damage spells to also heal pets within area of effect.
ID: 19823^6
Restores health to your elemental pet, healing between #1 and @1 damage.
ID: 19824^6
Restores health to your elemental pet, healing between #1 and @1 damage.
ID: 19825^6
Restores health to your elemental pet, healing between #1 and @1 damage.
ID: 19826^6
A thrown weapon ability which does slightly more damage to targets at long to maximum ranges.
ID: 19827^6
A thrown weapon ability which does slightly more damage to targets at long to maximum ranges.
ID: 19828^6
A thrown weapon ability which does slightly more damage to targets at long to maximum ranges.
ID: 19829^6
Briefly increases Block chance, followed by decreased mitigation over a longer period.
ID: 19830^6
Briefly increases Block chance, followed by decreased mitigation over a longer period.
ID: 19831^6
Briefly increases Block chance, followed by decreased mitigation over a longer period.
ID: 19832^6
This element of the Flinch spell decreases the monk's mitigation for a time.
ID: 19833^6
This element of the Flinch spell decreases the monk's mitigation for a time.
ID: 19834^6
This element of the Flinch spell decreases the monk's mitigation for a time.
ID: 19835^6
This spell targets the caster's pet and causes it to stun itself while blasting enemies in its radius.
ID: 19836^6
This spell targets the caster's pet and causes it to stun itself while blasting enemies in its radius.
ID: 19837^6
This spell targets the caster's pet and causes it to stun itself while blasting enemies in its radius.
ID: 19838^6
Applies a stun to a pet as one of the effects of Necrotize Ally.
ID: 19839^6
Applies a stun to a pet as one of the effects of Necrotize Ally.
ID: 19840^6
Applies a stun to a pet as one of the effects of Necrotize Ally.
ID: 19841^6
This element of Necrotize Ally blasts enemies with a damaging area effect, and reflects a stun back to the casting pet.
ID: 19842^6
This element of Necrotize Ally blasts enemies with a damaging area effect, and reflects a stun back to the casting pet.
ID: 19843^6
This element of Necrotize Ally blasts enemies with a damaging area effect, and reflects a stun back to the casting pet.
ID: 19844^6
This spell changes the caster into an undead being for a short time.
ID: 19845^6
This spell changes the caster into an undead being for a short time.
ID: 19846^6
This spell changes the caster into an undead being for a short time.
ID: 19847^6
Puts an infection of oozing pustules on a target, which bursts on enemies as a defensive proc.
ID: 19848^6
Puts an infection of oozing pustules on a target, which bursts on enemies as a defensive proc.
ID: 19849^6
Puts an infection of oozing pustules on a target, which bursts on enemies as a defensive proc.
ID: 19850^6
This element of Necrotic Pustules places a DoT on the attacker.
ID: 19851^6
This element of Necrotic Pustules places a DoT on the attacker.
ID: 19852^6
This element of Necrotic Pustules places a DoT on the attacker.
ID: 19853^6
A free-target spell which can cure most detrimental effects and performs a light heal on targets within the area of effect.
ID: 19854^6
A free-target spell which can cure most detrimental effects and performs a light heal on targets within the area of effect.
ID: 19855^6
A free-target spell which can cure most detrimental effects and performs a light heal on targets within the area of effect.
ID: 19856^6
A direct damage spell which reflects a healing twincast upon the caster.
ID: 19857^6
A direct damage spell which reflects a healing twincast upon the caster.
ID: 19858^6
A direct damage spell which reflects a healing twincast upon the caster.
ID: 19859^6
Launches a flight of arrows at the target.
ID: 19860^6
Launches a flight of arrows at the target.
ID: 19861^6
Launches a flight of arrows at the target.
ID: 19862^6
Summons a swarm of angry bees which attacks the target, and places a damage shield on the target's target.
ID: 19863^6
Summons a swarm of angry bees which attacks the target, and places a damage shield on the target's target.
ID: 19864^6
Summons a swarm of angry bees which attacks the target, and places a damage shield on the target's target.
ID: 19865^6
This component of Swarm of Bees places a DoT on the target.
ID: 19866^6
This component of Swarm of Bees places a DoT on the target.
ID: 19867^6
This component of Swarm of Bees places a DoT on the target.
ID: 19868^6
This component of Swarm of Bees protects the recipient from damage.
ID: 19869^6
This component of Swarm of Bees protects the recipient from damage.
ID: 19870^6
This component of Swarm of Bees protects the recipient from damage.
ID: 19871^6
Hurls a magical dagger at the target, with damage increasing slightly as range increases.
ID: 19872^6
Hurls a magical dagger at the target, with damage increasing slightly as range increases.
ID: 19873^6
Hurls a magical dagger at the target, with damage increasing slightly as range increases.
ID: 19874^6
Allows the caster to potentially escape danger by befuddling the opponent, giving an opportunity to sneak away.
ID: 19875^6
Allows the caster to potentially escape danger by befuddling the opponent, giving an opportunity to sneak away.
ID: 19876^6
Allows the caster to potentially escape danger by befuddling the opponent, giving an opportunity to sneak away.
ID: 19877^6
This component of Desperate Escape increases the caster's movement rate.
ID: 19878^6
This component of Desperate Escape increases the caster's movement rate.
ID: 19879^6
This component of Desperate Escape increases the caster's movement rate.
ID: 19880^6
This component of Desperate Escape flings the target's target away from the target, and reduces hate on the target's target.
ID: 19881^6
This component of Desperate Escape flings the target's target away from the target, and reduces hate on the target's target.
ID: 19882^6
This component of Desperate Escape flings the target's target away from the target, and reduces hate on the target's target.
ID: 19883^6
A spell which will channel destructive energy into your pet, exploding it.
ID: 19884^6
A spell which will channel destructive energy into your pet, exploding it.
ID: 19885^6
A spell which will channel destructive energy into your pet, exploding it.
ID: 19886^6
This component of the Unsavory Sacrifice spell damages enemies within a certain radius.
ID: 19887^6
This component of the Unsavory Sacrifice spell damages enemies within a certain radius.
ID: 19888^6
This component of the Unsavory Sacrifice spell damages enemies within a certain radius.
ID: 19889^6
This component of the Unsavory Sacrifice spell dooms the pet to self-destruction.
ID: 19890^6
A powerful lifetap spell that drains your target for up to @1 damage.
ID: 19891^6
A powerful lifetap spell that drains your target for up to @1 damage.
ID: 19892^6
A powerful lifetap spell that drains your target for up to @1 damage.
ID: 19893^6
Renews your life force by @1 for up to %z.
ID: 19894^6
Renews your life force by @1 for up to %z.
ID: 19895^6
Renews your life force by @1 for up to %z.
ID: 19896^6
Increases the amount of hatred you inspire in others.
ID: 19897^6
Increases the amount of hatred you inspire in others.
ID: 19898^6
Increases the amount of hatred you inspire in others.
ID: 19899^6
Slows the target and places a heal-over-time on the target's target.
ID: 19900^6
Slows the target and places a heal-over-time on the target's target.
ID: 19901^6
Slows the target and places a heal-over-time on the target's target.
ID: 19902^6
This component of the Healing Counterbias spell slows the target.
ID: 19903^6
This component of the Healing Counterbias spell slows the target.
ID: 19904^6
This component of the Healing Counterbias spell slows the target.
ID: 19905^6
This component of the Healing Counterbias spell heals the target's target over time.
ID: 19906^6
This component of the Healing Counterbias spell heals the target's target over time.
ID: 19907^6
This component of the Healing Counterbias spell heals the target's target over time.
ID: 19908^6
Afflicts up to six targets with a Malis effect.
ID: 19909^6
Afflicts up to six targets with a Malis effect.
ID: 19910^6
Afflicts up to six targets with a Malis effect.
ID: 19911^6
Hits your target's target with a searing frost, and grants the caster a healing twincast.
ID: 19912^6
Hits your target's target with a searing frost, and grants the caster a healing twincast.
ID: 19913^6
Hits your target's target with a searing frost, and grants the caster a healing twincast.
ID: 19914^6
An area-effect ability which terrifies or impedes enemies.
ID: 19915^6
An area-effect ability which terrifies or impedes enemies.
ID: 19916^6
An area-effect ability which terrifies or impedes enemies.
ID: 19917^6
An area-effect ability which improves the armor class of nearby allies.
ID: 19918^6
An area-effect ability which improves the armor class of nearby allies.
ID: 19919^6
An area-effect ability which improves the armor class of nearby allies.
ID: 19920^6
An area-effect spell which scorches your body, causing damage to you and nearby enemies with a blast of fire.
ID: 19921^6
An area-effect spell which scorches your body, causing damage to you and nearby enemies with a blast of fire.
ID: 19922^6
An area-effect spell which scorches your body, causing damage to you and nearby enemies with a blast of fire.
ID: 19923^6
This component of the Self-Immolation spell immolates the casting wizard with fire.
ID: 19924^6
This component of the Self-Immolation spell immolates the casting wizard with fire.
ID: 19925^6
This component of the Self-Immolation spell immolates the casting wizard with fire.
ID: 19926^6
A spell which allows the caster to grow a field of crystals to impede the movement of nearby enemies.
ID: 19927^6
A spell which allows the caster to grow a field of crystals to impede the movement of nearby enemies.
ID: 19928^6
A spell which allows the caster to grow a field of crystals to impede the movement of nearby enemies.
ID: 19929^6
A direct damage energy blast which reflects random effects back on the caster.
ID: 19930^6
A direct damage energy blast which reflects random effects back on the caster.
ID: 19931^6
A direct damage energy blast which reflects random effects back on the caster.
ID: 19932^6
Increases the damage done by the next fire spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 19933^6
Increases the damage done by the next fire spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 19934^6
Increases the damage done by the next fire spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 19935^6
Increases the damage done by the next cold spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 19936^6
Increases the damage done by the next cold spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 19937^6
Increases the damage done by the next cold spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 19938^6
Increases the damage done by the next magic spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 19939^6
Increases the damage done by the next magic spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 19940^6
Increases the damage done by the next magic spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 19941^6
Increases the damage done by the next spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 19942^6
Increases the damage done by the next spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 19943^6
Increases the damage done by the next spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 19944^6
A Rallos Zek puppet is attempting to convert you to his cause.
ID: 19945^6
This random component of Malediction of Havoc gives the caster a free action.
ID: 19946^6
This random component of Malediction of Havoc reduces the caster's hate per attack.
ID: 19947^6
This random component of Malediction of Havoc grants the caster a surge of mana.
ID: 19948^6
This random component of Malediction of Havoc grants the caster a surge of mana.
ID: 19949^6
This random component of Malediction of Havoc grants the caster a surge of mana.
ID: 19950^6
Refreshes the caster's spells, except for Twincast.
ID: 19951^6
This component of Malediction of Havoc randomly reflects spell effects back to the caster.
ID: 19952^6
This component of Malediction of Havoc randomly reflects spell effects back to the caster.
ID: 19953^6
This component of Malediction of Havoc randomly reflects spell effects back to the caster.
ID: 19954^6
Summons a festive braxi mount.
ID: 19955^6
Summons a very fast festive braxi mount. Additionally offers a mount blessing which increases your cold resistance by 30, maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 120.
ID: 19956^6
Causes your pet to explode with energy, causing damage to your pet's target. You also absorb a portion of the explosive energy in the form of mana.
ID: 19957^6
Causes your pet to explode with energy, causing damage to your pet's target. You also absorb a portion of the explosive energy in the form of mana.
ID: 19958^6
Causes your pet to explode with energy, causing damage to your pet's target. You also absorb a portion of the explosive energy in the form of mana.
ID: 19984^6
Summons a clockwork automaton that can be directed.
ID: 19985^6
Reduces the mana cost of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 19986^6
Reduces the mana cost of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 19987^6
Reduces the mana cost of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 19988^6
Reduces the mana cost of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 19989^6
Reduces the mana cost of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 19990^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 19991^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 19992^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 19993^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 19994^6
Reduces the mana cost of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 19995^6
A soothing drink that heals the harm.
ID: 19996^6
Summons a hobby horse mount.
ID: 19997^6
Your mind and body are still.
ID: 19998^6
Summons a decay sprite that offers a slight resistance to disease.
ID: 19999^6
Summons a spirit of the dead that changes form and sheds bone chips.
ID: 20000^1
Hand of Ro TEST
ID: 20000^2
Hand of
ID: 20000^3
Ro TEST
ID: 20000^4
Hand of Ro TEST ability
ID: 20000^6
Increases the duration of Vyskudra's Chant of Disease by six seconds.
ID: 20001^1
Fixation of Ro TEST
ID: 20001^2
Fixation of
ID: 20001^3
Ro TEST
ID: 20001^4
Fixation of Ro TEST
ID: 20001^6
Increases the duration of Zeixshi-Kar's Chant of Frost by six seconds.
ID: 20002^1
Blessing of Ro TEST
ID: 20002^2
Blessing of
ID: 20002^3
Ro TEST
ID: 20002^4
Blessing of Ro TEST
ID: 20002^6
Increases the duration of Kildrukaun's Chant of Poison by six seconds.
ID: 20003^3
Ro TEST
ID: 20003^4
Blessing of Ro TEST
ID: 20003^6
Increases the duration of Tjudawos' Chant of Flame by six seconds.
ID: 20004^6
Increases the healing done by Chorus of Restoration by 2.
ID: 20005^6
Increases the damage done by Denon's Dirge of Devastation by 122.
ID: 20006^6
Increases the damage done by Bite of the Borrower by 243.
ID: 20007^6
Increases the damage done by Fever Surge by 253.
ID: 20008^6
Decreases the reuse time of Harrow by 5 percent.
ID: 20009^6
Increases the healing done by Daria's Mending by 81.
ID: 20010^6
Increases the damage done by Jagged Torrent by 111.
ID: 20011^6
Increases the healing done by Salve of Feldan by 200.
ID: 20012^6
Decreases the reuse time of Decimator's Volley by 5 percent.
ID: 20013^6
Decreases the reuse time of Third Wind by 5 percent.
ID: 20014^6
Decreases the reuse time of Tendon Sever by 5 percent.
ID: 20015^6
Decreases the reuse time of Temple Strike by 5 percent.
ID: 20016^6
Increases the healing done by Solemn Remedy by 136.
ID: 20017^6
Increases the healing done by Eleventh-Hour by 233.
ID: 20018^6
Increases the damage done by Chromassault by 135.
ID: 20019^6
Increases the healing done by Solemn Light by 254.
ID: 20020^6
Increases the damage done by Sermon of Admonition by 293.
ID: 20021^6
Increases the duration of Solemn Elixir by six seconds.
ID: 20022^6
Increases the healing done by Frantic Renewal by 294.
ID: 20023^6
Increases the damage done by Divine Censure by 184.
ID: 20024^6
Increases the damage done by Nature's Burning Wrath by 486.
ID: 20025^6
Increases the healing done by Puravida by 228.
ID: 20026^6
Increases the damage done by Horde of Fireants by 360.
ID: 20027^6
Increases the damage done by Winter's Blaze Frostbite and Winter's Blaze Burn by 150.
ID: 20028^6
Increases the damage done by Equinox Brand by 268.
ID: 20029^6
Increases the healing done by Adrenaline Swell by 252.
ID: 20030^6
Increases the damage done by Annihilate the Aberrant by 260.
ID: 20031^6
Increases the damage done by Reaping Inferno by 226.
ID: 20032^6
Increases the damage done by Multichromatic Assault by 184.
ID: 20033^6
Increases the damage done by Strangling Air by 331.
ID: 20034^6
Increases the duration of Strangling Air by six seconds.
ID: 20035^6
Increases the damage done by Mind Oscillate by 318.
ID: 20036^6
Increases the duration of Mind Oscillate by six seconds.
ID: 20037^6
Increases the duration of Quelling Wave by six seconds.
ID: 20038^6
Increases the duration of Mystifying Flash by six seconds.
ID: 20039^6
Increases the damage done by Bolt of Molten Dross by 352.
ID: 20040^6
Increases the damage done by Annihilate the Aberrant by 260.
ID: 20041^6
Increases the damage done by Shock of Cineral Steel by 247.
ID: 20042^6
Increases the damage done by Scorching Sands by 164.
ID: 20043^6
Increases the healing done by Revival of Aenro by 145.
ID: 20044^6
Increases the damage done by Shock of Many by 45.
ID: 20045^6
Increases the damage done by Fickle Pyroclasm by 279.
ID: 20046^6
Decreases the reuse time of Third Wind by 5 percent.
ID: 20047^6
Decreases the reuse time of Wheel of Fists by 5 percent.
ID: 20048^6
Decreases the reuse time of Delay Death by 5 percent.
ID: 20049^6
Decreases the reuse time of Crystalpalm Discipline by 5 percent.
ID: 20050^6
Increases the damage done by Ruinous Venin by 222.
ID: 20051^6
Increases the damage done by Eranon's Decay by 492.
ID: 20052^6
Increases the damage done by Supplication of Blood by 216.
ID: 20053^6
Increases the damage done by Pyre of the Lifeless by 511.
ID: 20054^6
Increases the damage done by Visziaj's Pallid Haze by 473.
ID: 20055^6
Increases the damage done by Venonscale Venom by 560.
ID: 20056^6
Increases the damage done by Reaver's Pyre by 578.
ID: 20057^6
Increases the damage done by Splort by 662.
ID: 20058^6
Increases the damage done by Searing Shadow by 902.
ID: 20059^6
Increases the healing done by Solemn Touch by 115.
ID: 20060^6
Increases the healing done by Burst of Morrow by 166.
ID: 20061^6
Increases the damage done by Benediction by 148.
ID: 20062^6
Increases the duration of Solemn Cleansing by six seconds.
ID: 20063^6
Increases the healing done by Radiant Light by 83.
ID: 20064^6
Increases the duration of Trial for Honor by six seconds.
ID: 20065^6
Increases the damage done by Summer's Viridity Burn and Summer's Viridity Splash by 66.
ID: 20066^6
Increases the damage done by Galvanic Ash by 103.
ID: 20067^6
Increases the damage done by Rimefall Bite by 117.
ID: 20068^6
Decreases the reuse time of Heartsting by 5 percent.
ID: 20069^6
Increases the healing done by Dragonscale Aquifer by 81.
ID: 20070^6
Increases the damage done by Horde of Hornets by 255.
ID: 20071^6
Decreases the reuse time of Third Wind by 5 percent.
ID: 20072^6
Decreases the reuse time of Docent of Toxicity by 5 percent.
ID: 20073^6
Decreases the reuse time of Blinding Flare by 5 percent.
ID: 20074^6
Decreases the reuse time of Pinpoint Weaknesses by 5 percent.
ID: 20075^6
Increases the damage done by Touch of the Soulbleeder by 91.
ID: 20076^6
Increases the damage done by Bond of the Blackwater by 123.
ID: 20077^6
Increases the damage done by Blackwater Bite by 30.
ID: 20078^6
Increases the duration of Trial for Power by six seconds.
ID: 20079^6
Increases the damage done by Blood of the Blackwater by 191.
ID: 20080^6
Increases the damage done by Rotmarrow Spear by 117.
ID: 20081^6
Increases the damage done by Touch of Kildrukaun by 121.
ID: 20082^6
Increases the damage done by Vestax's Spear of Venom by 146.
ID: 20083^6
Increases the healing done by Gemmi's Mending by 228.
ID: 20084^6
Increases the damage done by Bite of the Brownie by 282.
ID: 20085^6
Increases the damage done by Tundra Crumble by 155.
ID: 20086^6
Increases the damage done by Pocus by 432.
ID: 20087^6
Increases the damage done by Blood of Kerafyrm by 435.
ID: 20088^6
Increases the duration of Shade of Renewal by six seconds.
ID: 20089^6
Increases the damage done by Nectar of Rancor by 548.
ID: 20090^6
Decreases the reuse time of Third Wind by 5 percent.
ID: 20091^6
Decreases the reuse time of Whorl Blade by 5 percent.
ID: 20092^6
Decreases the reuse time of Sneer by 5 percent.
ID: 20093^6
Decreases the reuse time of Knuckle Smash by 5 percent.
ID: 20094^6
Increases the damage done by Ethereal Rime and Ethereal Incineration by 683.
ID: 20095^6
Increases the damage done by Rolling Lightning by 394.
ID: 20096^6
Increases the damage done by Rime Snap and Flashflames by 389.
ID: 20097^6
Increases the damage done by Cloudburst Bolts by 416.
ID: 20098^6
Increases the damage done by Glacial Collapse and Inizen's Fire by 436.
ID: 20099^6
Increases the damage done by Lure of Isaz and Pyrolure by 183.
ID: 20100^6
Increases the damage done by Tangleweave Energy by 390.
ID: 20101^6
Increases the damage done by Pure Wildmagic by 292.
ID: 20102^6
Increases the damage done by Chaos Conflagration by 226.
ID: 20103^6
Increases the damage done by Claw of Selig by 164.
ID: 20106^6
Hurls a snowball at your target.
ID: 20107^6
Surrounds the caster in symbols of celebration.
ID: 20108^6
Changes the focus of the caster's nimbus of celebration.
ID: 20109^6
Hurls a pie at your target.
ID: 20110^6
Start the celebration.
ID: 20111^6
Summons Veeshan's swarm to harry the caster's target.
ID: 20119^6
Summons a Child's Play Anklebiter Doll to follow you.
ID: 20122^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 20123^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 20124^6
Surrounds the caster in symbols of Bertoxxulous.
ID: 20125^6
Surrounds the caster in symbols of Brell Serilis.
ID: 20126^6
Surrounds the caster in symbols of Bristlebane.
ID: 20127^6
Surrounds the caster in symbols of Cazic-Thule.
ID: 20128^6
Surrounds the caster in symbols of Innoruuk.
ID: 20129^6
Surrounds the caster in symbols of Karana.
ID: 20130^6
Surrounds the caster in symbols of Erollisi Marr.
ID: 20131^6
Surrounds the caster in symbols of Mithaniel Marr.
ID: 20132^6
Surrounds the caster in symbols of Prexus.
ID: 20133^6
Surrounds the caster in symbols of Quellious.
ID: 20134^6
Surrounds the caster in symbols of Rallos Zek.
ID: 20135^6
Surrounds the caster in symbols of Rodcet Nife.
ID: 20136^6
Surrounds the caster in symbols of Solusek Ro.
ID: 20137^6
Surrounds the caster in symbols of The Tribunal.
ID: 20138^6
Surrounds the caster in symbols of Tunare.
ID: 20139^6
Surrounds the caster in symbols of Veeshan.
ID: 20140^6
Summons a fast emerald sokokar mount.
ID: 20141^6
Summons a fast bloodied sokokar mount.
ID: 20142^6
Cloaks you in a shimmering illusion that makes you appear to be an Embattled Minotaur. Grants up to 50 attack.
ID: 20143^6
Cloaks you in a shimmering illusion that makes you appear to be a Spirited Satyr. Grants up to 50 agility.
ID: 20144^6
Cloaks you in a shimmering illusion that makes you appear to be a Primal Kerran. Grants up to 50 fire resist.
ID: 20145^6
Surrounds the caster with discordant energy that flickers and crackles in the air.
ID: 20146^6
Surrounds the caster with discordant chains that swirl and bind.
ID: 20147^6
Embeds the caster with the discordant spines that pierce the flesh.
ID: 20148^6
Surrounds the caster with the discordant symbol of Mata Muram.
ID: 20149^6
Surrounds the caster with discordant souls of the cursed dead.
ID: 20150^6
Strikes your target with the chaotic energy of Discord; dealing up to 100 damage.
ID: 20151^6
Strikes your target with the chaotic energy of Discord; dealing up to 160 damage.
ID: 20152^6
Summons a runebound goblin. Increases the owner's magic resist and intelligence by up to 50.
ID: 20153^6
Summons an emerald dragon. Increases the owner's poison resist and wisdom by up to 50.
ID: 20154^6
Summons a crimson spiroc. Grants levitation and increased movement speed.
ID: 20155^6
Summons a spiked worg. Increases the owner's attack by up to 50, and grants a damage shield.
ID: 20157^6
Cloaks you in a shimmering illusion that makes you appear to be a minotaur.
ID: 20158^6
Cloaks you in a shimmering illusion that makes you appear to be a kunark goblin.
ID: 20159^6
Cloaks you in a shimmering illusion that makes you appear to be a centaur.
ID: 20160^6
Cloaks you in a shimmering illusion that makes you appear to be a banshee.
ID: 20161^6
Causes the earth to rumble at your feet.
ID: 20162^6
Surrounds your body in a howling whirlwind.
ID: 20163^6
Fills your hands with the energy of the void.
ID: 20164^6
Coats your feet in burning energy, causing you to leave burning footsteps in your wake.
ID: 20165^6
Surrounds your body in a whirl of rushing water.
ID: 20166^6
Summons a white lion mount. This is a very fast mount.
ID: 20167^6
Summons a highland lion mount. This is a fast mount.
ID: 20168^6
Summons a lesser air elemental to your side, granting ultravision and increased magic resistance.
ID: 20169^6
Summons a lesser earth elemental to your side, increasing your maximum hit points and your hit point regeneration rate.
ID: 20170^6
Cliking this will open a gift. The gift is an item that Summons a Plush Bear. The gift is tradable, but the bear inside is not.
ID: 20171^6
Rips a large wound in your body dealing @2 damage for %z.
ID: 20175^6
Causes you to panic with fear, reducing your intelligenge by #2 and your attack power by #3 for %z
ID: 20178^6
You use the Cliknar Command Jelly to control the mind of a Cliknar foe.
ID: 20181^6
Summons your trusty little black book to follow you.
ID: 20182^6
Dance fool dance!
ID: 20188^6
Coarses through your veins inflicting between #2 and @2 damage for %z
ID: 20197^6
Ignites your blood doing between #1 and @1 damage for %z
ID: 20198^6
Causes the ground beneath your feet to rumble hitting you for #1 damage and reducing your movement speed for %z
ID: 20227^6
Strikes your target with a necrotic rot; dealing up to 100 damage.
ID: 20228^6
Strikes your target with a necrotic rot; dealing up to 160 damage.
ID: 20229^6
Summons festive food and drink.
ID: 20233^6
Has a chance to cast a healing spell every time a weapon skill is used.
ID: 20235^6
Has a chance to cast a mana recovering spell every time a spell is cast.
ID: 20236^6
The spirit of Brell invigorates you, restoring #4 mana per tick.
ID: 20237^6
Has a chance to cast a healing spell every time a weapon skill is used.
ID: 20239^6
Has a chance to cast a mana recovering spell every time a spell is cast.
ID: 20240^6
The spirit of Brell invigorates you, restoring #4 mana per tick.
ID: 20241^6
Has a chance to cast a healing spell every time a weapon skill is used.
ID: 20243^6
Has a chance to cast a mana recovering spell every time a spell is cast.
ID: 20244^6
The spirit of Brell invigorates you, restoring #4 mana per tick.
ID: 20245^6
Reduces the Recast Time of Burst of Dawnlight by 1 seconds.
ID: 20246^6
Reduces the Recast Time of Burst of Dawnlight by 2 seconds.
ID: 20247^6
Increases the effectiveness of the rune cast by Armor of Timeworn Runes by #1 percent.
ID: 20248^6
Increases the effectiveness of the rune cast by Armor of Timeworn Runes by #1 percent.
ID: 20249^6
Has a chance of healing your party when you cast healing spells.
ID: 20250^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20251^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20252^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20253^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20254^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20255^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20256^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20257^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20258^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20259^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20260^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20261^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20262^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20263^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20264^6
Increases the potency of healing spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20265^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20266^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20267^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20268^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20269^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20270^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20271^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20272^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20273^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20274^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20275^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20276^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20277^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20278^6
Increases the damage of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20279^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20280^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20281^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20282^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20283^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20284^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20285^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20286^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20287^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20288^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20289^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20290^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20291^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20292^6
Increases the damage of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20293^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20294^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20295^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20296^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20297^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20298^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20299^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20300^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20301^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20302^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20303^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20304^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20305^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20306^6
Increases the damage of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20307^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20308^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20309^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20310^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20311^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20312^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20313^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20314^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20315^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20316^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20317^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20318^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20319^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20320^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20321^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20322^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20323^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20324^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20325^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20326^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20327^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20328^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20329^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20330^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20331^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20332^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20333^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20334^6
Increases the damage of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20335^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20336^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20337^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20338^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20339^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20340^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20341^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20342^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20343^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20344^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20345^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20346^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20347^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20348^6
Increases the damage of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20349^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20350^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20351^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20352^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20353^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20354^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20355^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20356^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20357^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20358^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20359^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20360^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20361^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20362^6
Increases the damage of corruption-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20363^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20364^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20365^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20366^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20367^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20368^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20369^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20370^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20371^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20372^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20373^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20374^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20375^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20376^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20377^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20378^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20379^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20380^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20381^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20382^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20383^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20384^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20385^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20386^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20387^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20388^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20389^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20390^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20391^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20392^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20393^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20394^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20395^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20396^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20397^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20398^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20399^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20400^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20401^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20402^6
Increases the range of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20403^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20404^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20405^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20406^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20407^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20408^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20409^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20410^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20411^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20412^6
Increases the range of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20413^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20414^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20415^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20416^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20417^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20418^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20419^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20420^6
Reduces the cast time of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20421^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20422^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20423^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20424^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20425^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20426^6
Reduces the cast time of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 20427^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20428^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20429^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20430^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20431^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20432^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20433^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20434^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20435^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20436^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20437^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20438^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20439^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20440^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20441^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20442^6
Reduces the mana cost of detrimental spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20443^6
Reduces the chance that spell reagents will be consumed by up to $1 percent. This bonus will decay on spells over level #2.
ID: 20444^6
Increases the damage of magic-based spells by #1. This bonus will decay on spells over level #2.
ID: 20445^6
Increases the damage of magic-based spells by #1. This bonus will decay on spells over level #2.
ID: 20446^6
Increases the damage of magic-based spells by #1. This bonus will decay on spells over level #2.
ID: 20447^6
Increases the damage of magic-based spells by #1. This bonus will decay on spells over level #2.
ID: 20448^6
Increases the damage of magic-based spells by #1. This bonus will decay on spells over level #2.
ID: 20449^6
Increases the damage of fire-based spells by #1. This bonus will decay on spells over level #2.
ID: 20450^6
Increases the damage of fire-based spells by #1. This bonus will decay on spells over level #2.
ID: 20451^6
Increases the damage of fire-based spells by #1. This bonus will decay on spells over level #2.
ID: 20452^6
Increases the damage of fire-based spells by #1. This bonus will decay on spells over level #2.
ID: 20453^6
Increases the damage of fire-based spells by #1. This bonus will decay on spells over level #2.
ID: 20454^6
Increases the damage of cold-based spells by #1. This bonus will decay on spells over level #2.
ID: 20455^6
Increases the damage of cold-based spells by #1. This bonus will decay on spells over level #2.
ID: 20456^6
Increases the damage of cold-based spells by #1. This bonus will decay on spells over level #2.
ID: 20457^6
Increases the damage of cold-based spells by #1. This bonus will decay on spells over level #2.
ID: 20458^6
Increases the damage of cold-based spells by #1. This bonus will decay on spells over level #2.
ID: 20459^6
Increases the damage of poison-based spells by #1. This bonus will decay on spells over level #2.
ID: 20460^6
Increases the damage of poison-based spells by #1. This bonus will decay on spells over level #2.
ID: 20461^6
Increases the damage of poison-based spells by #1. This bonus will decay on spells over level #2.
ID: 20462^6
Increases the damage of poison-based spells by #1. This bonus will decay on spells over level #2.
ID: 20463^6
Increases the damage of poison-based spells by #1. This bonus will decay on spells over level #2.
ID: 20464^6
Increases the damage of disease-based spells by #1. This bonus will decay on spells over level #2.
ID: 20465^6
Increases the damage of disease-based spells by #1. This bonus will decay on spells over level #2.
ID: 20466^6
Increases the damage of disease-based spells by #1. This bonus will decay on spells over level #2.
ID: 20467^6
Increases the damage of disease-based spells by #1. This bonus will decay on spells over level #2.
ID: 20468^6
Increases the damage of disease-based spells by #1. This bonus will decay on spells over level #2.
ID: 20469^6
Increases the damage of chromatic-based spells by #1. This bonus will decay on spells over level #2.
ID: 20470^6
Increases the damage of chromatic-based spells by #1. This bonus will decay on spells over level #2.
ID: 20471^6
Increases the damage of chromatic-based spells by #1. This bonus will decay on spells over level #2.
ID: 20472^6
Increases the damage of chromatic-based spells by #1. This bonus will decay on spells over level #2.
ID: 20473^6
Increases the damage of chromatic-based spells by #1. This bonus will decay on spells over level #2.
ID: 20474^6
Increases the damage of corruption-based spells by #1. This bonus will decay on spells over level #2.
ID: 20475^6
Increases the damage of corruption-based spells by #1. This bonus will decay on spells over level #2.
ID: 20476^6
Increases the damage of corruption-based spells by #1. This bonus will decay on spells over level #2.
ID: 20477^6
Increases the damage of corruption-based spells by #1. This bonus will decay on spells over level #2.
ID: 20478^6
Increases the damage of corruption-based spells by #1. This bonus will decay on spells over level #2.
ID: 20479^6
Increases the damage of magic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20480^6
Increases the damage of magic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20481^6
Increases the damage of magic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20482^6
Increases the damage of magic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20483^6
Increases the damage of magic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20484^6
Increases the damage of fire-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20485^6
Increases the damage of fire-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20486^6
Increases the damage of fire-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20487^6
Increases the damage of fire-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20488^6
Increases the damage of fire-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20489^6
Increases the damage of cold-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20490^6
Increases the damage of cold-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20491^6
Increases the damage of cold-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20492^6
Increases the damage of cold-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20493^6
Increases the damage of cold-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20494^6
Increases the damage of poison-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20495^6
Increases the damage of poison-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20496^6
Increases the damage of poison-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20497^6
Increases the damage of poison-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20498^6
Increases the damage of poison-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20499^6
Increases the damage of disease-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20500^6
Increases the damage of disease-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20501^6
Increases the damage of disease-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20502^6
Increases the damage of disease-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20503^6
Increases the damage of disease-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20504^6
Increases the damage of chromatic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20505^6
Increases the damage of chromatic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20506^6
Increases the damage of chromatic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20507^6
Increases the damage of chromatic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20508^6
Increases the damage of chromatic-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20509^6
Increases the damage of corruption-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20510^6
Increases the damage of corruption-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20511^6
Increases the damage of corruption-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20512^6
Increases the damage of corruption-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20513^6
Increases the damage of corruption-based duration damage spells by #1. The bonus will decay on spells over level #2.
ID: 20514^6
Increases your dodge rating by #1.
ID: 20515^6
Increases your parry and block rating by #1.
ID: 20516^6
Fills your muscles with fury, increasing the chance of scoring a critical hit with a melee weapon.
ID: 20517^6
Fills your arms with speed, increasing your chance of performing a double or triple attack.
ID: 20518^6
Focuses your hand-eye coordination, increasing your ranged attack accuracy.
ID: 20519^6
Focuses your hand-eye coordination, increasing your thrown attack accuracy.
ID: 20520^6
Makes the skin turn as hard as stone, increasing your armor class for %z.
ID: 20521^6
Provides a protective barrier for your body, increasing all of your resists by #3 for %z.
ID: 20522^6
Forces a new endurance through the body, increasing your hit points by #5 for %z.
ID: 20523^6
Makes the body rejuvenate, increasing your hit-point regeneration by #12 for %z.
ID: 20524^6
Wraps your body in an eternal ward, increasing your resistances and your armor class for %z.
ID: 20525^6
You are engulfed in an ancient power, increasing your attack speed by #1 and hit-point regeneration for %z.
ID: 20526^6
Vengeful spirits protect you, harming any creatures that strike you for up to %z.
ID: 20527^6
Savage spirits guard you, increasing your attack by #5 for %z.
ID: 20528^6
Increases your mana regeneration by #8 and your hit point regeneration by #10.
ID: 20529^6
Causes your thoughts to expand as you experience chaotic enlightenment, increasing your mana regeneration by #8 and hit-point regeneration by #10 for %z.
ID: 20531^6
Consumes your mental energy to protect your body.
ID: 20532^6
Surrounds your body in the protection of earth, absorbing #1 percent of incoming spell damage. The guard is powered by your own mental and physical energy and drains @9 mana and @10 endurance every six seconds. The guard will fail once @1 damage has been absorbed.
ID: 20533^6
Bestows upon your pet the form of a female zombie This effect lasts for %z.
ID: 20534^6
Bestows upon your pet the form of an Iksar skeleton. This effect lasts for %z.
ID: 20535^6
Cloaks you in a shimmering illusion that makes you appear to be a Tree Fairy.
ID: 20536^6
Cloaks you in a shimmering illusion that makes you appear to be a Bloodmoon Orc.
ID: 20537^6
Cloaks you in a shimmering illusion that makes you appear to be a Bloodmoon Orc.
ID: 20538^6
Opens a mystical portal that teleports your target to the Plane of Time.
ID: 20539^6
Opens a mystical portal that teleports your entire group to the Plane of Time.
ID: 20540^6
Opens a mystical portal that teleports you to the Plane of Time.
ID: 20541^6
Opens an arcane portal that teleports your target to the Plane of Time.
ID: 20542^6
Opens an arcane portal that teleports your entire group to the Plane of Time.
ID: 20543^6
Opens an arcane portal that teleports you to the Plane of Time.
ID: 20544^6
Opens a mystical portal that teleports you to Ak'Anon.
ID: 20546^6
Has a chance to cast a rune every time the dodge skill is used.
ID: 20548^6
Has a chance to cast a healing spell that also increases damage every time a weapon skill is used.
ID: 20551^6
Has a chance to cast a mana recovering spell for the user and a group healing spell every time a spell is cast.
ID: 20553^6
The spirit of Brell invigorates you, restoring #4 mana per tick.
ID: 20554^6
Has a chance to cast Blessed Chromatic Strike every time a spell is cast. Chromatic strike will return some mana, and increase the damage of the next damage spell cast within 6 to 12 seconds. If a damage spell is not cast in that time, additional mana will be returned
ID: 20555^6
Increase the next damage spell you cast by #1 and returns #7 mana instantly. If you do not cast a damage spell within the spell duration, it will cast Brell's Blessed Invigorating Redress on you.
ID: 20557^6
Has a chance to cast a rune every time the dodge skill is used.
ID: 20559^6
Has a chance to cast a healing spell that also increases damage every time a weapon skill is used.
ID: 20562^6
Has a chance to cast a mana recovering spell for the user and a group healing spell every time a spell is cast.
ID: 20564^6
The spirit of Brell invigorates you, restoring #4 mana per tick.
ID: 20565^6
Has a chance to cast Sacred Chromatic Strike every time a spell is cast. Chromatic strike will return some mana, and increase the damage of the next damage spell cast within 6 to 12 seconds. If a damage spell is not cast in that time, additional mana will be returned
ID: 20566^6
Increase the next damage spell you cast by #1 and returns #7 mana instantly. If you do not cast a damage spell within the spell duration, it will cast Brell's Sacred Invigorating Redress on you.
ID: 20568^6
This device will extract a clay sample from clay golems in the Foundation.
ID: 20570^6
This device will collect and store a sample of slush water.
ID: 20571^6
Summons a sickly queen's minion mount.
ID: 20572^6
Summons a weak queen's minion mount.
ID: 20573^6
Summons a average queen's minion mount.
ID: 20574^6
Summons a strong queen's minion mount.
ID: 20575^6
Summons a queen's prime minion mount.
ID: 20576^6
Summons a sickly cliknar mount.
ID: 20577^6
Summons a weak cliknar mount.
ID: 20578^6
Summons a average cliknar mount.
ID: 20579^6
Summons a strong cliknar mount.
ID: 20580^6
Summons a prime cliknar mount.
ID: 20581^6
Summons a sickly captured cliknar mount.
ID: 20582^6
Summons a weak captured cliknar mount.
ID: 20583^6
Summons a average captured cliknar mount.
ID: 20584^6
Summons a strong captured cliknar mount.
ID: 20585^6
Summons a prime captured cliknar mount.
ID: 20586^6
Increases the damage done by Touch of Tharoff by #1 to $1 percent.
ID: 20587^6
Increases the damage done by Soul Reaper's Pyre by #1 to $1 percent.
ID: 20588^6
Increases the damage done by Ethereal Combustion by #1 to $1 percent.
ID: 20589^6
Increases the damage done by Touch of Tharoff by #1 to $1 percent.
ID: 20590^6
Increases the damage done by Soul Reaper's Pyre by #1 to $1 percent.
ID: 20591^6
Increases the damage done by Ethereal Combustion by #1 to $1 percent.
ID: 20592^6
Increases the damage done by Touch of Tharoff by #1 to $1 percent.
ID: 20593^6
Increases the damage done by Soul Reaper's Pyre by #1 to $1 percent.
ID: 20594^6
Increases the damage done by Ethereal Combustion by #1 to $1 percent.
ID: 20595^6
Increases the base damage done by Focused Storm of Arrows by #1 percent.
ID: 20596^6
Increases the base damage done by Focused Storm of Arrows by #1 percent.
ID: 20597^6
Increases the effectiveness of Pearlescent Rune by #1 percent.
ID: 20598^6
Increases the effectiveness of Pearlescent Rune by #1 percent.
ID: 20599^6
Has a chance of healing your party when you cast healing spells.
ID: 20600^6
Drains your target's armor class for %z.
ID: 20607^6
Heals some of your wounds.
ID: 20614^6
Strikes your opponent with a disease attack that causes between #1 and @1 hit points in damage.
ID: 20621^6
Strikes your opponent with a fire attack that causes between #1 and @1 hit points in damage.
ID: 20628^6
Slowly Heals some of your wounds.
ID: 20635^6
Causes your target to become angry, increasing hate toward you.
ID: 20642^6
Causes the target to stagger as it is hit by a strike that decreases hit points by #1 and partially stunning it.
ID: 20649^6
Strikes your opponent with a magic attack that causes between #1 and @1 hit points in damage.
ID: 20656^6
Strikes your opponent with a poison attack that causes between #1 and @1 hit points in damage.
ID: 20663^6
Causes your target to become calm, reducing hate toward you.
ID: 20670^6
Strikes your opponent with a cold attack that causes between #1 and @1 hit points in damage.
ID: 20677^6
Drains your opponent of life energy, siphoning between #1 and @1 hit points.
ID: 20684^6
Strikes your opponent with a prismatic attack that causes between #1 and @1 hit points in damage.
ID: 20691^6
Drains your target's attack ability for %z.
ID: 20698^6
A rather strong drink.
ID: 20713^6
Cloaks you in a shimmering illusion that makes you appear to be a Gnomework, and protects you from a small amount of damage.
ID: 20714^6
Drains you of a small amount of your energy.
ID: 20715^6
Sends you to Ak'anon on a pillar of flame.
ID: 20716^6
Releases the collected energy in a blast of force.
ID: 20717^6
Cloaks you in a shimmering illusion that makes you appear to be a Gnomework, and protects you from a small amount of damage.
ID: 20718^6
Drains you of a small amount of your energy.
ID: 20719^6
Cloaks you in a shimmering illusion that makes you appear to be a Gnomework, and protects you from a small amount of damage.
ID: 20720^6
Drains you of a small amount of your energy.
ID: 20721^6
Open a coin purse
ID: 20722^6
Will trigger the Temporal Lapse Effect when this spell ends.
ID: 20723^6
Instant Duration.
ID: 20740^6
Summons a Jack-O-Lantern for you to play with.
ID: 20741^6
Hurls the Jack-O-Lantern at your target.
ID: 20742^6
Surrounds you with floating Jack-O-Lanterns.
ID: 20743^6
Summons candles to float above you head, and grants you unltravision.
ID: 20744^6
Summons a bat to follow you.
ID: 20745^6
Summons a werewolf cub to follow you.
ID: 20746^6
Casts a soothing balm on your pet, which also makes you and your pet strike out with your combined might.
ID: 20747^6
You strike out with the combined might of you and your pet.
ID: 20750^6
Increases the duration of Trakanon's Chant of Disease by six seconds.
ID: 20751^6
Increases the duration of Gorenaire's Chant of Frost by six seconds.
ID: 20752^6
Increases the duration of Severilous' Chant of Poison by six seconds.
ID: 20753^6
Increases the duration of Talendor's Chant of Flame by six seconds.
ID: 20754^6
Increases the healing done by Chorus of Rodcet by 3.
ID: 20755^6
Increases the damage done by Denon's Dirge of Discord by 153.
ID: 20756^6
Increases the damage done by Bite of the Vitrik by 304.
ID: 20757^6
Increases the damage done by Tsetsian Endemic by 316.
ID: 20758^6
Decreases the reuse time of Foray by 5 percent.
ID: 20759^6
Increases the healing done by Cadmael's Mending by 93.
ID: 20760^6
Increases the damage done by Frigid Lance by 138.
ID: 20761^6
Increases the healing done by Salve of Reshan by 230.
ID: 20762^6
Increases the damage done by Ikaav Blood by 242.
ID: 20763^6
Decreases the reuse time of Eradicator's Volley by 5 percent.
ID: 20764^6
Decreases the reuse time of Fourth Wind by 5 percent.
ID: 20765^6
Decreases the reuse time of Tendon Shear by 5 percent.
ID: 20766^6
Decreases the reuse time of Temple Bash by 5 percent.
ID: 20767^6
Increases the healing done by Devout Remedy by 156.
ID: 20768^6
Increases the healing done by Twelfth Night by 268.
ID: 20769^6
Increases the damage done by Chromassail by 169.
ID: 20770^6
Increases the healing done by Devout Light by 292.
ID: 20771^6
Increases the damage done by Sermon of Castigation by 366.
ID: 20772^6
Increases the duration of Devout Elixir by six seconds.
ID: 20773^6
Increases the healing done by Frenetic Renewal by 338.
ID: 20774^6
Increases the damage done by Reprehend by 231.
ID: 20775^6
Increases the healing done by Word of Recovery by 265.
ID: 20776^6
Increases the damage done by Nature's Searing Wrath by 608.
ID: 20777^6
Increases the healing done by Granvida by 262.
ID: 20778^6
Increases the damage done by Horde of the Hive by 450.
ID: 20779^6
Increases the damage done by Winter's Flare Frostbite and Winter's Flare Burn by 187.
ID: 20780^6
Increases the damage done by Summer Solstice by 335.
ID: 20781^6
Increases the healing done by Adrenaline Burst by 306.
ID: 20782^6
Increases the damage done by Annihilate the Anomalous by 325.
ID: 20783^6
Increases the damage done by Harvesting Inferno by 283.
ID: 20784^6
Increases the healing done by Survival of the Felicitous by 321.
ID: 20785^6
Increases the damage done by Polychaotic Assault by 231.
ID: 20786^6
Increases the damage done by Smother by 414.
ID: 20787^6
Increases the duration of Smother by six seconds.
ID: 20788^6
Increases the damage done by Mind Twist by 397.
ID: 20789^6
Increases the duration of Mind Twist by six seconds.
ID: 20790^6
Increases the duration of Ensorcelling Wave by six seconds.
ID: 20791^6
Increases the duration of Befuddling Flash by six seconds.
ID: 20792^6
Increases the damage done by Tears of Xadrith by 427.
ID: 20793^6
Increases the damage done by Bolt of Molten Scoria by 440.
ID: 20794^6
Increases the damage done by Annihilate the Anomalous by 325.
ID: 20795^6
Increases the damage done by Shock of Discordant Steel by 309.
ID: 20796^6
Increases the damage done by Torrid Sands by 205.
ID: 20797^6
Increases the healing done by Renewal of Cadwin by 167.
ID: 20798^6
Increases the damage done by Jolt of Many by 56.
ID: 20799^6
Increases the damage done by Fickle Blaze by 349.
ID: 20800^6
Increases the damage done by Beam of Molten Scoria by 129.
ID: 20801^6
Decreases the reuse time of Fourth Wind by 5 percent.
ID: 20802^6
Decreases the reuse time of Whorl of Fists by 5 percent.
ID: 20803^6
Decreases the reuse time of Defer Death by 5 percent.
ID: 20804^6
Decreases the reuse time of Punch Through by 5 percent.
ID: 20805^6
Increases the damage done by Withering Venin by 278.
ID: 20806^6
Increases the damage done by Megrima's Decay by 615.
ID: 20807^6
Increases the damage done by Exigency for Blood by 270.
ID: 20808^6
Increases the damage done by Pyre of the Forgotten by 638.
ID: 20809^6
Increases the damage done by Fellid's Pallid Haze by 592.
ID: 20810^6
Increases the damage done by Slitheren Venom by 701.
ID: 20811^6
Increases the damage done by Soul Reaper's Pyre by 722.
ID: 20812^6
Increases the damage done by Splart by 827.
ID: 20813^6
Increases the damage done by Scorching Shadow by 1060.
ID: 20814^6
Increases the damage done by Finsternacht Orb by 168.
ID: 20815^6
Increases the healing done by Devout Touch by 133.
ID: 20816^6
Increases the healing done by Burst of Dawnlight by 191.
ID: 20817^6
Increases the damage done by Eulogy by 184.
ID: 20818^6
Increases the duration of Devout Cleansing by six seconds.
ID: 20819^6
Increases the healing done by Shining Light by 95.
ID: 20820^6
Increases the duration of Charge for Honor by six seconds.
ID: 20821^6
Increases the damage done by Summer's Mist Burn and Summer's Mist Splash by 82.
ID: 20822^6
Increases the damage done by Cataclysm Ash by 128.
ID: 20823^6
Increases the damage done by Windwhip Bite by 146.
ID: 20824^6
Decreases the reuse time of Heartpierce by 5 percent.
ID: 20825^6
Increases the healing done by Oceangreen Aquifer by 93.
ID: 20826^6
Increases the damage done by Beetle Swarm by 319.
ID: 20827^6
Increases the damage done by Enraging Shot by 210.
ID: 20828^6
Decreases the reuse time of Fourth Wind by 5 percent.
ID: 20829^6
Decreases the reuse time of Lesson in Toxicity by 5 percent.
ID: 20830^6
Decreases the reuse time of Blinding Spark by 5 percent.
ID: 20831^6
Decreases the reuse time of Pinpoint Vitals by 5 percent.
ID: 20832^6
Increases the damage done by Touch of Lanys by 114.
ID: 20833^6
Increases the damage done by Bond of Laarthik by 154.
ID: 20834^6
Increases the damage done by Laarthik's Bite by 38.
ID: 20835^6
Increases the duration of Charge for Power by six seconds.
ID: 20836^6
Increases the damage done by Blood of Laarthik by 238.
ID: 20837^6
Increases the damage done by Malarian Spear by 147.
ID: 20838^6
Increases the damage done by Touch of Tharoff by 151.
ID: 20839^6
Increases the damage done by Plague of the Karanas by 240.
ID: 20840^6
Increases the damage done by Severilous' Spear of Venom by 182.
ID: 20841^6
Increases the healing done by Dannal's Mending by 262.
ID: 20842^6
Increases the damage done by Bite of the Ukun by 352.
ID: 20843^6
Increases the damage done by Ice Sheet by 194.
ID: 20844^6
Increases the damage done by Mojo by 540.
ID: 20845^6
Increases the damage done by Blood of Jaled'Dar by 544.
ID: 20846^6
Increases the duration of Shadow of Renewal by six seconds.
ID: 20847^6
Increases the damage done by Nectar of the Slitheren by 685.
ID: 20848^6
Increases the healing done by Antecedent's Intervention by 321.
ID: 20849^6
Decreases the reuse time of Fourth Wind by 5 percent.
ID: 20850^6
Decreases the reuse time of Maelstrom Blade by 5 percent.
ID: 20851^6
Decreases the reuse time of Jeer by 5 percent.
ID: 20852^6
Decreases the reuse time of Knuckle Crush by 5 percent.
ID: 20853^6
Increases the damage done by Ethereal Iceblight and Ethereal Combustion by 854.
ID: 20854^6
Increases the damage done by Ribbon Lightning by 492.
ID: 20855^6
Increases the damage done by Gelid Snap and Flashblaze by 486.
ID: 20856^6
Increases the damage done by Cloudburst Levin by 520.
ID: 20857^6
Increases the damage done by Icesheet Cascade and Klixcxyk's Fire by 545.
ID: 20858^6
Increases the damage done by Voidfrost Lure and Flarelure by 228.
ID: 20859^6
Increases the damage done by Thricewoven Energy by 487.
ID: 20860^6
Increases the damage done by Pure Wildmagic by 365.
ID: 20861^6
Increases the damage done by Chaos Combustion by 282.
ID: 20862^6
Increases the damage done by Claw of Gorenaire by 204.
ID: 20863^6
Increases the damage done by Mindfreeze Strike by 163.
ID: 20864^6
Casts a soothing balm on your pet, which also makes you and your pet strike out with your combined might.
ID: 20865^6
You strike out with the combined might of you and your pet.
ID: 20867^6
Casts a soothing balm on your pet, which also makes you and your pet strike out with your combined might.
ID: 20868^6
You strike out with the combined might of you and your pet.
ID: 20870^6
Casts a soothing balm on your pet, which also makes you and your pet strike out with your combined might.
ID: 20871^6
You strike out with the combined might of you and your pet.
ID: 20874^6
Strikes your opponent with divine power, causing #1 damage.
ID: 20875^6
Attacks made against you have a chance to increase the attacker's hate toward you. This effect will fade when it has been triggered 10 times.
ID: 20876^6
Decreases the hate generated by your next 2 spells by up to #1 percent.
ID: 20877^6
Your melee attacks have a chance to heal you and generate hate against your target for %z.
ID: 20878^6
Imbues your melee attacks with a chance to strike your opponent with lightning for %z.
ID: 20879^6
Attacks made against you have a chance to drain the attacker's health. This effect will fade when it has been triggered 6 times.
ID: 20880^6
Decreases the cast time on your next 2 instant duration healing and damage spells by #1 percent. This bonus will decay on spells over level #2
ID: 20881^6
Your next 30 melee attacks inflict additional damage.
ID: 20882^6
Direct damage spells cast by your group members inflict #1 additional damage for their next 2 spells.
ID: 20883^6
Your melee attacks have a chance to apply a poison to your target, inflicting instant damage as well as damage over time.
ID: 20884^6
Restores #2 hit points to your group members and an additional #1 hit points every 6 seconds thereafter for %z.
ID: 20885^6
Calls upon a decaying vermin to attack your target. The spirit of decay will vanish after 7 seconds.
ID: 20886^6
You may cast up to 2 spells without paying their mana cost. Ethereal spells or spells with instant cast time are exempt from this effect. This will only work on spells level 75 to 85.
ID: 20887^6
Increases your pet's armor class and offensive abilities for %z.
ID: 20888^6
Drains the mana of your target while replenishing the mana of your group members.
ID: 20889^6
Your pet's melee attacks have a chance to poison their target, inflicting instant damage as well as damage over time.
ID: 20890^6
Decreases the armor of nearby opponents by @4 for %z.
ID: 20891^6
ID: 20892^6
ID: 20893^6
ID: 20894^6
ID: 20895^6
ID: 20896^6
ID: 20897^6
ID: 20898^6
ID: 20899^6
Attacks made against you have a chance to increase the attacker's hate toward you. This effect will fade when it has been triggered 20 times.
ID: 20900^6
Decreases the hate generated by your next 4 spells by up to #1 percent.
ID: 20901^6
Your melee attacks have a chance to heal you and generate hate against your target for %z.
ID: 20902^6
Imbues your melee attacks with a chance to strike your opponent with lightning for %z.
ID: 20903^6
Attacks made against you have a chance to drain the attacker's health. This effect will fade when it has been triggered 12 times.
ID: 20904^6
Decreases the cast time on your next 4 instant duration healing and damage spells by #1 percent. This bonus will decay on spells over level #2
ID: 20905^6
Your next 60 melee attacks inflict additional damage.
ID: 20906^6
Direct damage spells cast by your group members inflict #1 additional damage for their next 4 spells.
ID: 20907^6
Your melee attacks have a chance to apply a poison to your target, inflicting instant damage as well as damage over time.
ID: 20908^6
Restores #2 hit points to your group members and an additional #1 hit points every 6 seconds thereafter for %z.
ID: 20909^6
Calls upon a decaying vermin to attack your target. The spirit of decay will vanish after 12 seconds.
ID: 20910^6
You may cast up to 4 spells without paying their mana cost. Ethereal spells or spells with instant cast time are exempt from this effect. This will only work on spells level 75 to 85.
ID: 20911^6
Increases your pet's armor class and offensive abilities for %z.
ID: 20912^6
Drains the mana of your target while replenishing the mana of your group members.
ID: 20913^6
Your pet's melee attacks have a chance to poison their target, inflicting instant damage as well as damage over time.
ID: 20914^6
Decreases the armor of nearby opponents by @4 for %z.
ID: 20915^6
ID: 20916^6
ID: 20917^6
ID: 20918^6
ID: 20919^6
ID: 20920^6
ID: 20921^6
ID: 20922^6
ID: 20923^6
Attacks made against you have a chance to increase the attacker's hate toward you. This effect will fade when it has been triggered 40 times.
ID: 20924^6
Decreases the hate generated by your next 8 spells by up to #1 percent.
ID: 20925^6
Your melee attacks have a chance to heal you and generate hate against your target for %z.
ID: 20926^6
Imbues your melee attacks with a chance to strike your opponent with lightning for %z.
ID: 20927^6
Attacks made against you have a chance to drain the attacker's health. This effect will fade when it has been triggered 24 times.
ID: 20928^6
Decreases the cast time on your next 8 instant duration healing and damage spells by #1 percent. This bonus will decay on spells over level #2
ID: 20929^6
Your next 120 melee attacks inflict additional damage.
ID: 20930^6
Direct damage spells cast by your group members inflict #1 additional damage for their next 8 spells.
ID: 20931^6
Your melee attacks have a chance to apply a poison to your target, inflicting instant damage as well as damage over time.
ID: 20932^6
Restores #2 hit points to your group members and an additional #1 hit points every 6 seconds thereafter for %z.
ID: 20933^6
Calls upon a decaying vermin to attack your target. The spirit of decay will vanish after 22 seconds.
ID: 20934^6
You may cast up to 8 spells without paying their mana cost. Ethereal spells or spells with instant cast time are exempt from this effect. This will only work on spells level 75 to 85.
ID: 20935^6
Increases your pet's armor class and offensive abilities for %z.
ID: 20936^6
Drains the mana of your target while replenishing the mana of your group members.
ID: 20937^6
Your pet's melee attacks have a chance to poison their target, inflicting instant damage as well as damage over time.
ID: 20938^6
Decreases the armor of nearby opponents by @4 for %z.
ID: 20939^6
ID: 20940^6
ID: 20941^6
ID: 20942^6
ID: 20943^6
ID: 20944^6
ID: 20945^6
ID: 20946^6
ID: 20947^6
Increases the hate generated by your attacks by #1 percent.
ID: 20948^6
Reduces the mana cost of Devout Light by up to $1 percent.
ID: 20949^6
Reduces the mana cost of Burst of Dawnlight by up to $1 percent.
ID: 20950^6
Increases the damage done by Cataclysm Ash by up to $1 percent.
ID: 20951^6
Increases the damage done by Touch of Tharoff by up to $1 percent.
ID: 20952^6
Reduces the mana cost of Granvida by up to $1 percent.
ID: 20953^6
Decreases the reuse time of Impenetrable Discipline by 12 percent.
ID: 20954^6
Decreases the reuse time of Thousand Blades by 12 percent.
ID: 20955^6
Decreases the reuse time of Assassin Discipline by 12 percent.
ID: 20956^6
Reduces the mana cost of Dannal's Mending by up to $1 percent.
ID: 20957^6
Increases the damage done by Soul Reaper's Pyre by up to $1 percent.
ID: 20958^6
Increases the damage done by Ethereal Combustion by up to $1 percent.
ID: 20959^6
Increases the duration of Rumbling Servant by 1 second.
ID: 20960^6
Reduces the hate generated by your spells that apply poison counters.
ID: 20961^6
Reduces the mana cost of Yowl at the Moon by up to $1 percent.
ID: 20962^6
Decreases the reuse time of Berserking Discipline by 12 percent.
ID: 20963^6
Increases the hate generated by your attacks by #1 percent.
ID: 20964^6
Reduces the mana cost of Devout Light by up to $1 percent.
ID: 20965^6
Reduces the mana cost of Burst of Dawnlight by up to $1 percent.
ID: 20966^6
Increases the damage done by Cataclysm Ash by up to $1 percent.
ID: 20967^6
Increases the damage done by Touch of Tharoff by up to $1 percent.
ID: 20968^6
Reduces the mana cost of Granvida by up to $1 percent.
ID: 20969^6
Decreases the reuse time of Impenetrable Discipline by 25 percent.
ID: 20970^6
Decreases the reuse time of Thousand Blades by 25 percent.
ID: 20971^6
Decreases the reuse time of Assassin Discipline by 25 percent.
ID: 20972^6
Reduces the mana cost of Dannal's Mending by up to $1 percent.
ID: 20973^6
Increases the damage done by Soul Reaper's Pyre by up to $1 percent.
ID: 20974^6
Increases the damage done by Ethereal Combustion by up to $1 percent.
ID: 20975^6
Increases the duration of Rumbling Servant by 2 seconds.
ID: 20976^6
Reduces the hate generated by your spells that apply poison counters.
ID: 20977^6
Reduces the mana cost of Yowl at the Moon by up to $1 percent.
ID: 20978^6
Decreases the reuse time of Berserking Discipline by 25 percent.
ID: 20979^6
Increases the hate generated by your attacks by #1 percent.
ID: 20980^6
Reduces the mana cost of Devout Light by up to $1 percent.
ID: 20981^6
Reduces the mana cost of Burst of Dawnlight by up to $1 percent.
ID: 20982^6
Increases the damage done by Cataclysm Ash by up to $1 percent.
ID: 20983^6
Increases the damage done by Touch of Tharoff by up to $1 percent.
ID: 20984^6
Reduces the mana cost of Granvida by up to $1 percent.
ID: 20985^6
Decreases the reuse time of Impenetrable Discipline by 28 percent.
ID: 20986^6
Decreases the reuse time of Thousand Blades by 28 percent.
ID: 20987^6
Decreases the reuse time of Assassin Discipline by 28 percent.
ID: 20988^6
Reduces the mana cost of Dannal's Mending by up to $1 percent.
ID: 20989^6
Increases the damage done by Soul Reaper's Pyre by up to $1 percent.
ID: 20990^6
Increases the damage done by Ethereal Combustion by up to $1 percent.
ID: 20991^6
Increases the duration of Rumbling Servant by 3 seconds.
ID: 20992^6
Reduces the hate generated by your spells that apply poison counters.
ID: 20993^6
Reduces the mana cost of Yowl at the Moon by up to $1 percent.
ID: 20994^6
Decreases the reuse time of Berserking Discipline by 28 percent.
ID: 20995^6
Pour a warm glass of milk
ID: 20996^6
Changes the looks of your pet
ID: 20997^6
You protect yourself from bad dreams and calm your mind, slightly increasing mana regeneration.
ID: 20998^6
You project your bad dreams from you, the turmoil giving you extra magic resistance.
ID: 20999^6
Provides a bonus to melee speed, attack power, and strength.
ID: 21000^6
Increases your maximum hit points by up to @2 and your Armor class by up to @1 for up to %z. This effect persists through death.
ID: 21014^6
Restores #2 mana every 6 seconds for up to %z. This effect persists through death.
ID: 21028^6
Increases experience gained by #1 percent for %z. This effect persists through death.
ID: 21031^6
Increases your movement speed. This effect persists through death.
ID: 21046^6
Increases your attack speed by 5 percent for up to %z. This effect persists through death.
ID: 21056^6
Fills your hands with burning energy!
ID: 21057^6
Summons Snappy the scorpion to your side.
ID: 21058^6
Summons Icicle the polar bear to your side.
ID: 21059^6
Grants the user the power of levitation. This effect persists through death.
ID: 21060^6
Allows the user to breath underwater for up to 4 hours. This effect persists through death.
ID: 21061^6
Increases the power of wind instrument based bard songs by up to #1 percent.
ID: 21112^6
Increases your max mana by #4, mana regeneration by #8 and your hit point regeneration by #10. Additionally it will reflect Prismatic Ward VI onto you.
ID: 21113^6
Increases the power of stringed instrument based bard songs by up to #1 percent.
ID: 21163^6
Increases the power of brass instrument based bard songs by up to #1 percent.
ID: 21214^6
Increases the power of percussion instrument based bard songs by up to #1 percent.
ID: 21265^6
Increases the power of bard songs that use the singing skill by up to #1 percent.
ID: 21313^6
Increase the power of bard songs by up to #1 percent.
ID: 21366^6
Summons an aqua goblin familiar to your side.
ID: 21367^6
Grants you gnomish good luck!
ID: 21368^6
A little rain never hurt anyone.
ID: 21369^6
Calls down the fury of the Ice King!
ID: 21370^6
Remove all metal objects from your person before activating.
ID: 21371^6
Flips your lucky copper in the air.
ID: 21374^6
Grants you ultravision for up to 4 hours. This effect persists through death.
ID: 21375^6
Grants you the ability to see invisible creatures for up to 4 hours. This effect persists through death.
ID: 21376^6
Summons Sarah the banshee spirit to your side.
ID: 21377^6
Summons Jennifer the spectral banshee to your side.
ID: 21380^6
Summons a shadow wolf familiar to your side.
ID: 21381^6
Summons a minor fire elemental familiar to your side.
ID: 21382^6
Summons a jade hydra mount.
ID: 21383^6
Summons an onyx hydra mount.
ID: 21384^6
Surrounds your hands with the power of an inquisitor.
ID: 21385^6
Surrounds you in a fundamental truth.
ID: 21386^6
Surrounds you with the grasping hands of the dead.
ID: 21387^6
Surrounds you in brightest day.
ID: 21388^6
Surrounds you in darkest night.
ID: 21398^6
Removes toxin from your target's system, curing them of strong poisons.
ID: 21399^6
Cleanses your target's immune system, curing them of strong diseases.
ID: 21400^6
Cleanses your target's soul, removing strong curses.
ID: 21401^6
Increases the potency of healing spells by #1 to $1 percent. This bonus will decay on spells over level #2.
ID: 21408^6
Increases the damage of magic-based spells by #1 to $1 percent. This bonus will decay on spells over level #2.
ID: 21415^6
Increases the damage of fire-based spells by #1 to $1 percent. This bonus will decay on spells over level #2.
ID: 21422^6
Increases the damage of cold-based spells by #1 to $1 percent. This bonus will decay on spells over level #2.
ID: 21429^6
Increases the damage of poison-based spells by #1 to $1 percent. This bonus will decay on spells over level #2.
ID: 21436^6
Increases the damage of disease-based spells by #1 to $1 percent. This bonus will decay on spells over level #2.
ID: 21443^6
Increases the damage of chromatic-based spells by #1 to $1 percent. This bonus will decay on spells over level #2.
ID: 21450^6
Increases the damage of corruption-based spells by #1 to $1 percent. This bonus will decay on spells over level #2.
ID: 21464^6
Fills your arms with speed, increasing your chance of performing a double or triple attack.
ID: 21506^6
Releases a stream of confetti.
ID: 21507^6
Releases a stream of confetti.
ID: 21508^6
Summons a froglok from the depths of Sebilis.
ID: 21509^6
Summons a froglok that has seen its days pass.
ID: 21520^6
Strikes your opponent with a lightning attack that causes between #1 and @1 hit points in damage.
ID: 21521^6
Strikes your opponent with a lightning attack that causes between #1 and @1 hit points in damage.
ID: 21522^6
Strikes your opponent with a lightning attack that causes between #1 and @1 hit points in damage.
ID: 21523^6
Strikes your opponent with a lightning attack that causes between #1 and @1 hit points in damage.
ID: 21524^6
Strikes your opponent with a lightning attack that causes between #1 and @1 hit points in damage.
ID: 21525^6
Strikes your opponent with a lightning attack that causes between #1 and @1 hit points in damage.
ID: 21526^6
Strikes your opponent with a lightning attack that causes between #1 and @1 hit points in damage.
ID: 21527^6
Strikes your opponent with a lightning attack that causes between #1 and @1 hit points in damage.
ID: 21528^6
Strikes your opponent with a lightning attack that causes between #1 and @1 hit points in damage.
ID: 21529^6
Strikes your opponent with a poison attack that causes between #1 and @1 hit points in damage.
ID: 21530^6
Strikes your opponent with a poison attack that causes between #1 and @1 hit points in damage.
ID: 21531^6
Strikes your opponent with a poison attack that causes between #1 and @1 hit points in damage.
ID: 21532^6
Strikes your opponent with a poison attack that causes between #1 and @1 hit points in damage.
ID: 21533^6
Strikes your opponent with a poison attack that causes between #1 and @1 hit points in damage.
ID: 21534^6
Strikes your opponent with a poison attack that causes between #1 and @1 hit points in damage.
ID: 21535^6
Strikes your opponent with a poison attack that causes between #1 and @1 hit points in damage.
ID: 21536^6
Strikes your opponent with a poison attack that causes between #1 and @1 hit points in damage.
ID: 21537^6
Strikes your opponent with a poison attack that causes between #1 and @1 hit points in damage.
ID: 21538^6
Strikes your opponent with a disease attack that causes between #1 and @1 hit points in damage.
ID: 21539^6
Strikes your opponent with a disease attack that causes between #1 and @1 hit points in damage.
ID: 21540^6
Strikes your opponent with a disease attack that causes between #1 and @1 hit points in damage.
ID: 21541^6
Strikes your opponent with a disease attack that causes between #1 and @1 hit points in damage.
ID: 21542^6
Strikes your opponent with a disease attack that causes between #1 and @1 hit points in damage.
ID: 21543^6
Strikes your opponent with a disease attack that causes between #1 and @1 hit points in damage.
ID: 21544^6
Strikes your opponent with a disease attack that causes between #1 and @1 hit points in damage.
ID: 21545^6
Strikes your opponent with a disease attack that causes between #1 and @1 hit points in damage.
ID: 21546^6
Strikes your opponent with a disease attack that causes between #1 and @1 hit points in damage.
ID: 21547^6
Surrounds your body in a protective aura, absorbing a portion of incoming melee damage.
ID: 21548^6
Surrounds your body in a protective aura, absorbing a portion of incoming melee damage.
ID: 21549^6
Surrounds your body in a protective aura, absorbing a portion of incoming spell damage.
ID: 21550^6
Surrounds your body in a protective aura, absorbing a portion of incoming spell damage.
ID: 21551^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 21556^6
Has a chance to strike your opponent with a frost attack each time you cast a damaging spell.
ID: 21561^6
Has a chance to strike your opponent with a lightning attack each time you cast a damaging spell.
ID: 21566^6
Has a chance to strike your opponent with a poisonous attack each time you cast a damaging spell.
ID: 21571^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 21576^6
Has a chance to strike your opponent with a stunning attack each time you cast a damaging spell.
ID: 21577^6
Has a chance to strike your opponent with a stunning attack each time you cast a damaging spell.
ID: 21578^6
Has a chance to strike your opponent with a stunning attack each time you cast a damaging spell.
ID: 21579^6
Has a chance to sap life from your opponent and give it to you each time you cast a damaging spell.
ID: 21580^6
Has a chance to sap life from your opponent and give it to you each time you cast a damaging spell.
ID: 21581^6
Heals the user for #1 hit points.
ID: 21582^6
Heals the user for #1 hit points.
ID: 21583^6
Heals the user for #1 hit points.
ID: 21584^6
Heals the user for #1 hit points.
ID: 21585^6
Heals the user for #1 hit points.
ID: 21586^6
Strikes your opponent with a calming attack that reduces its hate towards you.
ID: 21587^6
Strikes your opponent with a calming attack that reduces its hate towards you.
ID: 21588^6
Strikes your opponent with a calming attack that reduces its hate towards you.
ID: 21589^6
Strikes your opponent with a calming attack that reduces its hate towards you.
ID: 21590^6
Strikes your opponent with a calming attack that reduces its hate towards you.
ID: 21591^6
Heals the target of your target for #1 hit point.
ID: 21592^6
Heals the target of your target for #1 hit point.
ID: 21593^6
Heals the target of your target for #1 hit point.
ID: 21594^6
Heals the target of your target for #1 hit point.
ID: 21595^6
Heals the target of your target for #1 hit point.
ID: 21596^6
Heals the user for #1 mana.
ID: 21597^6
Heals the user for #1 mana.
ID: 21598^6
Heals the user for #1 mana.
ID: 21599^6
Heals the user for #1 mana.
ID: 21600^6
Heals the user for #1 mana.
ID: 21601^6
Has a chance to heal the user whenever they cast a damaging spell.
ID: 21602^6
Has a chance to heal the user for 225 hit points when they cast a damaging spell.
ID: 21603^6
Has a chance to heal the user for 250 hit points when they cast a damaging spell.
ID: 21604^6
Has a chance to heal the user for 275 hit points when they cast a damaging spell.
ID: 21605^6
Has a chance to heal the user for 300 hit points when they cast a damaging spell.
ID: 21606^6
Strikes your opponent with a calming attack that reduces its hate towards you when you cast a detrimental spell.
ID: 21607^6
Strikes your opponent with a calming attack that reduces its hate towards you when you cast a detrimental spell.
ID: 21608^6
Strikes your opponent with a calming attack that reduces its hate towards you when you cast a detrimental spell.
ID: 21609^6
Strikes your opponent with a calming attack that reduces its hate towards you when you cast a detrimental spell.
ID: 21610^6
Strikes your opponent with a calming attack that reduces its hate towards you when you cast a detrimental spell.
ID: 21611^6
Heals the target of your target for 200 hit points when they cast a detrimental spell.
ID: 21612^6
Heals the target of your target for 225 hit points when they cast a detrimental spell.
ID: 21613^6
Heals the target of your target for 250 hit points when they cast a detrimental spell.
ID: 21614^6
Heals the target of your target for 275 hit points when they cast a detrimental spell.
ID: 21615^6
Heals the target of your target for 300 hit points when they cast a detrimental spell.
ID: 21616^6
Has a chance to restore 200 mana when you cast a detrimental spell.
ID: 21617^6
Has a chance to restore 225 mana when you cast a detrimental spell.
ID: 21618^6
Has a chance to restore 250 mana when you cast a detrimental spell.
ID: 21619^6
Has a chance to restore 275 mana when you cast a detrimental spell.
ID: 21620^6
Has a chance to restore 300 mana when you cast a detrimental spell.
ID: 21621^6
Summons a puma cub from the Depths of Thundercrest Isle.
ID: 21622^6
Summons a leopard cub from the Steppes.
ID: 21623^6
Summons Moonfang's Cub to your side.
ID: 21624^6
Cloaks you in a shimmering illusion that makes you appear to be a red gargoyle and increases your AC.
ID: 21625^6
Cloaks you in a shimmering illusion that makes you appear to be an aviak. Grants enhanced movement speed and levitation.
ID: 21626^6
Cloaks you in a shimmering illusion that makes you appear to be a dragon. Grants enhanced movement speed and levitation, as well as limited flight.
ID: 21627^6
Summons a clockwork toy to follow you.
ID: 21628^6
Cloaks you in a shimmering illusion that makes you appear to be a white kobold and increases your AC.
ID: 21629^6
Opens a wedding pack. This pack contains two wedding bands, as well as an arbor, a lectern and four flower vases in white.
ID: 21630^6
Opens a wedding pack. This pack contains two wedding bands, as well as an arbor, a lectern and four flower vases in black.
ID: 21632^6
Summons a red ball for you to play with.
ID: 21633^6
Hurls the ball at your target, hopefully they will catch it.
ID: 21634^6
Summons a knife for you to play with.
ID: 21635^6
Hurls a knife at your target, dare them to catch it.
ID: 21636^6
Fills your hands and surrounds your feet with the light.
ID: 21637^6
Fills your hands and surrounds your feet with obliteration.
ID: 21638^6
Gives you a cloud to walk on.
ID: 21639^6
Summons a satyr from the wilds of the mesa.
ID: 21640^6
Summons a fairy from the bosom of Tunare.
ID: 21645^6
Has a chance of recovering mana as you cast spells. These spells must cost at least as much mana as you have a chance of recovering.
ID: 21646^6
Has a chance of recovering mana as you cast spells. These spells must cost at least as much mana as you have a chance of recovering.
ID: 21647^6
Has a chance of recovering mana as you cast spells. These spells must cost at least as much mana as you have a chance of recovering.
ID: 21648^6
Has a chance of recovering mana as you cast spells. These spells must cost at least as much mana as you have a chance of recovering.
ID: 21650^6
Summons a tiny gnome from Ak`Anon.
ID: 21657^6
Burns you for #1 damage per tick for up to %z.
ID: 21658^6
Absorbs a large percentage of incoming damage from spells and melee attacks
ID: 21659^6
Decreases the mana usage of your spells for 15 minutes.
ID: 21660^6
Increases your maximum hit points and mana by between 2400 and 3350 for 30 minutes.
ID: 21661^6
Increases the damage done by your critical melee hits and damage spells by 75 percent of the base damage for 2 minutes.
ID: 21662^6
Gives a #1 percent chance for lifetap spells to proc Reluctant Benevolence for up to %z.
ID: 21668^6
You have been covered with hot gravy and are taking damage!
ID: 21669^6
Slows cast time and melee attacks by 25 percent.
ID: 21674^6
Does #1 damage for up to %z.
ID: 21675^6
Increases damage inflicted by up to $1 percent from Seething Fury. Also does #3 damage per tick for up to %z.
ID: 21678^6
Increases cast time and melee speed by 50 percent. Also causes 3000 damage per tick until cured.
ID: 21682^6
Strikes your enemy for #1,
ID: 21683^6
Inflicts a brutal blow to the head causing your enemy to fly backwards, root their feet to the ground, and forget their attacker.
ID: 21684^6
Grants you the illusion of the Black Wolf for %z.
ID: 21685^6
Grants you the illusion of the White Wolf for %z.
ID: 21697^6
Imbues your weapon with the power of holy judgment for up to %z or 20 uses whichever comes first.
ID: 21701^6
Empowers your body with the force of the Sabertooth clan, allowing you to strike at Fippy the Undying for %z
ID: 21710^6
Cover's your body with a burning fluid, causing #1 damage initially and between #2 and @2 damage every six seconds for %z.
ID: 21712^6
Intense heat burns you causing between #1 and @1 damage every six seconds for %z.
ID: 21715^6
Rips open massive wounds in your body, causing #1 damage initially and between #2 and @2 damage every six seconds for %z.
ID: 21720^6
Changes your appearance to that of a totem.
ID: 21724^6
A powerful battle cry weakens your resistance to incoming spells.
ID: 21725^6
Causes damage to anything that strikes you.
ID: 21744^6
Restores #1 mana.
ID: 21754^6
Converts #5 health into #6 mana per tick for up to %z. Leaves a residue upon you when it falls off.
ID: 21759^6
A dark wailing damages you and slows your movement rate for up to %z.
ID: 21765^6
Increases spell casting and melee swing times by 50 percent. Reduces movement speed by 75 percent for up to %z.
ID: 21773^6
Allows your imbued procs to trigger on every swing for up to %z.
ID: 21777^6
The force of extracting the mortal coil of another leaves you covered in their ectoplasic residue.
ID: 21778^6
Increases effectiveness of incoming heal spells by a small amount for up to %z.
ID: 21781^6
Roots your target in place for up to %z.
ID: 21783^6
Grants a chance to inflict extra damage any time you makes a melee attack for %z.
ID: 21788^6
Increases incoming damage by up to $1 percent and slows movement rate by 50 percent for up to %z.
ID: 21789^6
Clears your target's hatelist for up to %z.
ID: 21791^6
You have been rooted by Fiery Chains and are taking damage!
ID: 21793^6
Causes you to run with fear and take #2 damage for up to %z.
ID: 21794^6
Charms you for up to %z.
ID: 21795^6
Causes you to take between #1 and @1 damage per tick as well as reduces your movement speed by #2 for up to %z.
ID: 21796^6
Causes you to take up to $1 percent more damage for up to %z.
ID: 21797^6
Causes your spell casting, melee swings, and movement rate to slow by #1 for up to %z.
ID: 21798^6
Causes between #2 and @2 damage.
ID: 21799^6
Stuns you for up to 2 seconds.
ID: 21800^6
Does damage over time and slows your movement speed.
ID: 21801^6
Causes between #1 and @1 damage.
ID: 21804^6
Coats your skin in a sickly haze that delivers @1 damage back to your enemies when you are struck. Lasts for up to %z, or 100 hits, whichever comes first.
ID: 21806^6
Increases your ability to heal by #1 percent for up to %z.
ID: 21807^6
Envelops you in a cloud of Gennos magic.
ID: 21817^6
ID: 21819^6
Leaves a temporary effect upon you for %z seconds preventing further embrace.
ID: 21822^6
The Shield of Underfoot is impregnable to all forms of arcane damage.
ID: 21825^6
Plunders the mind of your target with a blast of concussive magic temporarily stopping any spell being cast.
ID: 21829^6
You and your pet fade away, causing your enemies to forget about you completely.
ID: 21830^6
The Bulwark of Underfoot is impregnable to all physical damage.
ID: 21831^6
The Chilling Winds surround the caster in a chilling protective barrier.
ID: 21832^6
Melee speed slowed by up to 50 percent for a short time.
ID: 21833^6
Envelops you in a crackling maelstrom of electrical energy, causing between #1 and @1 damage.
ID: 21840^6
Drastically reduces casting range of all healing spells.
ID: 21843^6
Protects your pet in a shield of runes absorbing up to 30,000 damage or 30 hits, whichever comes first.
ID: 21846^6
Stuns you for up to 1 second.
ID: 21847^6
Stuns you for up to 2 seconds.
ID: 21853^6
Summons a useful familiar.
ID: 21859^6
When casting fire-based damage spells on your enemies, you have a chance to inflict up to 3375 additional fire damage.
ID: 21864^6
When casting cold-based damage spells on your enemies, you have a chance to inflict up to 3375 additional ice damage.
ID: 21869^6
When casting magic-based damage spells on your enemies, you have a chance to inflict up to 3375 additional magic damage.
ID: 21874^6
When casting poison-based damage spells on your enemies, you have a chance to inflict up to 3375 additional poison damage.
ID: 21879^6
When casting disease-based damage spells on your enemies, you have a chance to inflict up to 3375 additional disease damage.
ID: 21884^6
When casting any damage spells on your enemies, you have a chance to inflict up to 2625 additional magic damage.
ID: 21889^6
When casting chromatic-based damage spells on your enemies, you have a chance to inflict up to 3375 additional magic damage.
ID: 21921^6
Opens a wedding pack. This pack contains two wedding bands, as well as a wedding cake and a certificate to enter the wedding chapel with a white theme.
ID: 21922^6
Opens a wedding pack. This pack contains two wedding bands, as well as a wedding cake and a certificate to enter the wedding chapel with a black theme.
ID: 21924^6
Summons a rock for you to play with.
ID: 21925^6
Hurls the rock at your target.
ID: 21926^6
Causes crystals to sprout from the ground as you walk.
ID: 21927^6
Covers your hands and surrounds your feet with dirt.
ID: 21928^6
Fills your hands and surrounds your feet with gears.
ID: 21929^6
Fills your hands and surrounds your feet with gears.
ID: 21930^6
Summons a golem from the depths of the earth.
ID: 21931^6
Constructs a beetle to follow you. Additionally you are granted a small amount of extra endurance and mana.
ID: 21932^6
Constructs a gnomework miner to follow you. This gnomework offers a small amount of mana and endurance.
ID: 21933^6
Constructs a spider to follow you. This spider grants you a small poison strike.
ID: 21934^6
A soothing drink that heals the harm.
ID: 21938^6
The best drink in the Underfoot.
ID: 21940^6
Cloaks you in a shimmering illusion that makes you appear to be a female Vah Shir.
ID: 21941^6
Creates a path of skulls for the caster to walk upon.
ID: 21942^6
You summon an aide to attack your target.
ID: 21943^6
You summon an aide to attack your target.
ID: 21944^6
You summon an aide to attack your target.
ID: 21945^6
Summons a floating dagger that will help your magic and piercing damage.
ID: 21946^6
Summons a floating sword that will help your fire and slashing damage.
ID: 21947^6
Summons a floating hammer that will help your cold and blunt damage
ID: 21948^6
Summons a floating skull. Increases the owner's magic resist and intelligence by up to 50.
ID: 21952^6
Covers your hands in dripping blood. A cloud of blood will surround your feet.
ID: 21953^6
Covers your hands in a layer of stone.
ID: 21954^6
Surrounds you in a cloud of bats.
ID: 21955^6
Summons a tiger cub from the wilds of the Emerald Jungle.
ID: 21956^6
Summons a lion cub from the Commonlands
ID: 21957^6
Summons a festering corpse to your side.
ID: 21958^6
This will open a box that contains a Potion of Amnesia and Potion of Disgenderment
ID: 21959^6
Encases the caster in a divine aura, rendering them invulnerable to all attacks for %z as long as they stay within #2 of where they cast it.
ID: 21962^6
Flimsily constructed Gnoll disguise
ID: 21963^6
The Crushing Apexus holds you in its gravity aura.
ID: 21965^6
Grants you an increased chance to deliver critical damage with spells.
ID: 21971^6
Envelops you in a cloud of Amoros magic.
ID: 21972^6
Envelops you in a cloud of Logos magic.
ID: 21973^6
Envelops you in a cloud of Hieros magic.
ID: 21974^6
Envelops you in a cloud of Chaos magic.
ID: 21975^6
Envelops you in a cloud of Dolos magic.
ID: 21976^6
Envelops you in a cloud of Terros magic.
ID: 21977^6
Increases the damage of duration damage spells by #1 to $1 percent. This bonus will decay on spells over level #2.
ID: 21981^6
Clockwork gears whir and stir as a chronal transmutation device unfolds.
ID: 21982^6
Reduces melee speed, movement speed, and makes you more vulnerable to cold attacks.
ID: 21984^6
Transports your group to Brell's Rest in the Plane of Underfoot.
ID: 21985^6
Transports your group to Brell's Rest in the Plane of Underfoot.
ID: 21986^6
Transports you to Brell's Rest in the Plane of Underfoot.
ID: 21987^6
Transports you to Brell's Rest in the Plane of Underfoot.
ID: 21988^6
Opens an arcane portal that teleports your target to Brell's Rest in the Plane of Underfoot.
ID: 21989^6
Opens a mystical portal that teleports your target to Brell's Rest in the Plane of Underfoot.
ID: 21992^6
Applies Tallon's Tactic Poison to the caster's weapon
ID: 21993^6
Weakens your target, making them more susceptible to damage from Vallon's Tactic Poison Strike I
ID: 21994^6
Applies Tallon's Tactic Poison to the caster's weapon
ID: 21995^6
Weakens your target, making them more susceptible to damage from Vallon's Tactic Poison Strike II
ID: 21996^6
Applies Vallon's Tactic Poison to the caster's weapon
ID: 21997^6
Weakens your target, making them more susceptible to damage from Tallon's Tactic Poison Strike I
ID: 21998^6
Applies Vallon's Tactic Poison to the caster's weapon
ID: 21999^6
Weakens your target, making them more susceptible to damage from Tallon's Tactic Poison Strike II
ID: 22000^6
Applies Spider's Bite Poison to the user's weapon. This poison will damage the target.
ID: 22001^6
Instant Duration.
ID: 22002^6
Instant Duration.
ID: 22003^6
Applies Spider's Bite Poison to the user's weapon. This poison will damage the target.
ID: 22004^6
Instant Duration.
ID: 22005^6
Instant Duration.
ID: 22006^6
Applies Spider's Bite Poison to the user's weapon. This poison will damage the target.
ID: 22007^6
Instant Duration.
ID: 22008^6
Instant Duration.
ID: 22009^6
Applies Spider's Bite Poison to the user's weapon. This poison will damage the target.
ID: 22010^6
Instant Duration.
ID: 22011^6
Instant Duration.
ID: 22012^6
Applies Spider's Bite Poison to the user's weapon. This poison will damage the target.
ID: 22013^6
Instant Duration.
ID: 22014^6
Instant Duration.
ID: 22015^6
Applies Spider's Bite Poison to the user's weapon. This poison will damage the target.
ID: 22016^6
Instant Duration.
ID: 22017^6
Instant Duration.
ID: 22018^6
Applies Spider's Bite Poison to the user's weapon. This poison will damage the target.
ID: 22019^6
Instant Duration.
ID: 22020^6
Instant Duration.
ID: 22021^6
Applies Spider's Bite Poison to the user's weapon. This poison will damage the target.
ID: 22022^6
Instant Duration.
ID: 22023^6
Instant Duration.
ID: 22024^6
Applies Scorpion's Agony Poison to the user's weapon. This poison will damage and anger the target.
ID: 22025^6
Instant Duration.
ID: 22026^6
Instant Duration.
ID: 22027^6
Applies Scorpion's Agony Poison to the user's weapon. This poison will damage and anger the target.
ID: 22028^6
Instant Duration.
ID: 22029^6
Instant Duration.
ID: 22030^6
Applies Scorpion's Agony Poison to the user's weapon. This poison will damage and anger the target.
ID: 22031^6
Instant Duration.
ID: 22032^6
Instant Duration.
ID: 22033^6
Applies Scorpion's Agony Poison to the user's weapon. This poison will damage and anger the target.
ID: 22034^6
Instant Duration.
ID: 22035^6
Instant Duration.
ID: 22036^6
Applies Scorpion's Agony Poison to the user's weapon. This poison will damage and anger the target.
ID: 22037^6
Instant Duration.
ID: 22038^6
Instant Duration.
ID: 22039^6
Applies Scorpion's Agony Poison to the user's weapon. This poison will damage and anger the target.
ID: 22040^6
Instant Duration.
ID: 22041^6
Instant Duration.
ID: 22042^6
Applies Scorpion's Agony Poison to the user's weapon. This poison will damage and anger the target.
ID: 22043^6
Instant Duration.
ID: 22044^6
Instant Duration.
ID: 22045^6
Applies Scorpion's Agony Poison to the user's weapon. This poison will damage and anger the target.
ID: 22046^6
Instant Duration.
ID: 22047^6
Instant Duration.
ID: 22048^6
Applies Bite of the Shissar Poison to the caster's weapon.
ID: 22049^6
Instant Duration.
ID: 22050^6
Applies Bite of the Shissar Poison to the caster's weapon.
ID: 22051^6
Instant Duration.
ID: 22052^6
Applies Bite of the Shissar Poison to the caster's weapon.
ID: 22053^6
Instant Duration.
ID: 22054^6
Applies Bite of the Shissar Poison to the caster's weapon.
ID: 22055^6
Instant Duration.
ID: 22056^6
Applies Bite of the Shissar Poison to the caster's weapon.
ID: 22057^6
Instant Duration.
ID: 22058^6
Applies Bite of the Shissar Poison to the caster's weapon.
ID: 22059^6
Instant Duration.
ID: 22060^6
Applies Bite of the Shissar Poison to the caster's weapon.
ID: 22061^6
Instant Duration.
ID: 22062^6
Applies Bite of the Shissar Poison to the caster's weapon.
ID: 22063^6
Instant Duration.
ID: 22064^6
Applies Strike of the Shissar Poison to the caster's weapon.
ID: 22065^6
Instant Duration.
ID: 22066^6
Applies Strike of the Shissar Poison to the caster's weapon.
ID: 22067^6
Instant Duration.
ID: 22068^6
Applies Strike of the Shissar Poison to the caster's weapon.
ID: 22069^6
Instant Duration.
ID: 22070^6
Applies Strike of the Shissar Poison to the caster's weapon.
ID: 22071^6
Instant Duration.
ID: 22072^6
Applies Strike of the Shissar Poison to the caster's weapon.
ID: 22073^6
Instant Duration.
ID: 22074^6
Applies Strike of the Shissar Poison to the caster's weapon.
ID: 22075^6
Instant Duration.
ID: 22076^6
Applies Strike of the Shissar Poison to the caster's weapon.
ID: 22077^6
Instant Duration.
ID: 22078^6
Applies Strike of the Shissar Poison to the caster's weapon.
ID: 22079^6
Instant Duration.
ID: 22080^6
Applies Strike of Ssraeshza Poison to the caster's weapon.
ID: 22081^6
Instant Duration.
ID: 22082^6
Applies Strike of Ssraeshza Poison to the caster's weapon.
ID: 22083^6
Instant Duration.
ID: 22084^6
Applies Strike of Ssraeshza Poison to the caster's weapon.
ID: 22085^6
Instant Duration.
ID: 22086^6
Applies Strike of Ssraeshza Poison to the caster's weapon.
ID: 22087^6
Instant Duration.
ID: 22088^6
Applies Strike of Ssraeshza Poison to the caster's weapon.
ID: 22089^6
Instant Duration.
ID: 22090^6
Applies Strike of Ssraeshza Poison to the caster's weapon.
ID: 22091^6
Instant Duration.
ID: 22092^6
Applies Strike of Ssraeshza Poison to the caster's weapon.
ID: 22093^6
Instant Duration.
ID: 22094^6
Applies Strike of Ssraeshza Poison to the caster's weapon.
ID: 22095^6
Instant Duration.
ID: 22096^6
Applies Solusek's Burn Poison to the caster's weapon.
ID: 22097^6
Instant Duration.
ID: 22098^6
Applies Solusek's Burn Poison to the caster's weapon.
ID: 22099^6
Instant Duration.
ID: 22100^6
Applies Solusek's Burn Poison to the caster's weapon.
ID: 22101^6
Instant Duration.
ID: 22102^6
Applies Solusek's Burn Poison to the caster's weapon.
ID: 22103^6
Instant Duration.
ID: 22104^6
Applies Solusek's Burn Poison to the caster's weapon.
ID: 22105^6
Instant Duration.
ID: 22106^6
Applies Solusek's Burn Poison to the caster's weapon.
ID: 22107^6
Instant Duration.
ID: 22108^6
Applies Solusek's Burn Poison to the caster's weapon.
ID: 22109^6
Instant Duration.
ID: 22110^6
Applies Solusek's Burn Poison to the caster's weapon.
ID: 22111^6
Instant Duration.
ID: 22112^6
Applies E`ci's Lament Poison to the caster's weapon.
ID: 22113^6
Instant Duration.
ID: 22114^6
Applies E`ci's Lament Poison to the caster's weapon.
ID: 22115^6
Instant Duration.
ID: 22116^6
Applies E`ci's Lament Poison to the caster's weapon.
ID: 22117^6
Instant Duration.
ID: 22118^6
Applies E`ci's Lament Poison to the caster's weapon.
ID: 22119^6
Instant Duration.
ID: 22120^6
Applies E`ci's Lament Poison to the caster's weapon.
ID: 22121^6
Instant Duration.
ID: 22122^6
Applies E`ci's Lament Poison to the caster's weapon.
ID: 22123^6
Instant Duration.
ID: 22124^6
Applies E`ci's Lament Poison to the caster's weapon.
ID: 22125^6
Instant Duration.
ID: 22126^6
Applies E`ci's Lament Poison to the caster's weapon.
ID: 22127^6
Instant Duration.
ID: 22128^6
Applies Quellious' Trauma Poison to the caster's weapon.
ID: 22129^6
Instant Duration.
ID: 22130^6
Applies Quellious' Trauma Poison to the caster's weapon.
ID: 22131^6
Instant Duration.
ID: 22132^6
Applies Quellious' Trauma Poison to the caster's weapon.
ID: 22133^6
Instant Duration.
ID: 22134^6
Applies Quellious' Trauma Poison to the caster's weapon.
ID: 22135^6
Instant Duration.
ID: 22136^6
Applies Quellious' Trauma Poison to the caster's weapon.
ID: 22137^6
Instant Duration.
ID: 22138^6
Applies Quellious' Trauma Poison to the caster's weapon.
ID: 22139^6
Instant Duration.
ID: 22140^6
Applies Quellious' Trauma Poison to the caster's weapon.
ID: 22141^6
Instant Duration.
ID: 22142^6
Applies Quellious' Trauma Poison to the caster's weapon.
ID: 22143^6
Instant Duration.
ID: 22144^6
Applies Myrmidon's Sloth Poison to the caster's weapon.
ID: 22145^6
Slows the target's combat ability.
ID: 22146^6
Applies Myrmidon's Sloth Poison to the caster's weapon.
ID: 22147^6
Slows the target's combat ability.
ID: 22148^6
Applies Myrmidon's Sloth Poison to the caster's weapon.
ID: 22149^6
Slows the target's combat ability.
ID: 22150^6
Applies Myrmidon's Sloth Poison to the caster's weapon.
ID: 22151^6
Slows the target's combat ability.
ID: 22152^6
Applies Myrmidon's Sloth Poison to the caster's weapon.
ID: 22153^6
Slows the target's combat ability.
ID: 22154^6
Applies Myrmidon's Sloth Poison to the caster's weapon.
ID: 22155^6
Slows the target's combat ability.
ID: 22156^6
Applies Myrmidon's Sloth Poison to the caster's weapon.
ID: 22157^6
Slows the target's combat ability.
ID: 22158^6
Applies Myrmidon's Sloth Poison to the caster's weapon.
ID: 22159^6
Slows the target's combat ability.
ID: 22160^6
Applies Myrmidon's Sloth Poison to the caster's weapon.
ID: 22161^6
Slows the target's combat ability.
ID: 22162^6
Applies Myrmidon's Sloth Poison to the caster's weapon.
ID: 22163^6
Slows the target's combat ability.
ID: 22164^6
Applies Messenger's Bane Poison to the caster's weapon.
ID: 22165^6
Causes the target's legs to move slowly.
ID: 22166^6
Applies Messenger's Bane Poison to the caster's weapon.
ID: 22167^6
Causes the target's legs to move slowly.
ID: 22168^6
Applies Messenger's Bane Poison to the caster's weapon.
ID: 22169^6
Causes the target's legs to move slowly.
ID: 22170^6
Applies Messenger's Bane Poison to the caster's weapon.
ID: 22171^6
Causes the target's legs to move slowly.
ID: 22172^6
Applies Fighter's Bane Poison to the caster's weapon.
ID: 22173^6
Causes the target become clumsy in combat.
ID: 22174^6
Applies Fighter's Bane Poison to the caster's weapon.
ID: 22175^6
Causes the target become clumsy in combat.
ID: 22176^6
Applies Fighter's Bane Poison to the caster's weapon.
ID: 22177^6
Causes the target become clumsy in combat.
ID: 22178^6
Applies Fighter's Bane Poison to the caster's weapon.
ID: 22179^6
Causes the target become clumsy in combat.
ID: 22180^6
Applies Fighter's Bane Poison to the caster's weapon.
ID: 22181^6
Causes the target become clumsy in combat.
ID: 22182^6
Applies Fighter's Bane Poison to the caster's weapon.
ID: 22183^6
Causes the target become clumsy in combat.
ID: 22184^6
Applies Fighter's Bane Poison to the caster's weapon.
ID: 22185^6
Causes the target become clumsy in combat.
ID: 22186^6
Applies Fighter's Bane Poison to the caster's weapon.
ID: 22187^6
Causes the target become clumsy in combat.
ID: 22188^6
Applies Fighter's Bane Poison to the caster's weapon.
ID: 22189^6
Causes the target become clumsy in combat.
ID: 22190^6
Applies Fighter's Bane Poison to the caster's weapon.
ID: 22191^6
Causes the target become clumsy in combat.
ID: 22192^6
Applies Fighter's Bane Poison to the caster's weapon.
ID: 22193^6
Causes the target become clumsy in combat.
ID: 22194^6
Applies Fighter's Bane Poison to the caster's weapon.
ID: 22195^6
Causes the target to become clumsy in combat.
ID: 22196^6
Applies Warlord's Bane Poison to the caster's weapon.
ID: 22197^6
Causes the target become clumsy and slow in combat.
ID: 22198^6
Applies Warlord's Bane Poison to the caster's weapon.
ID: 22199^6
Causes the target become clumsy and slow in combat.
ID: 22200^6
Applies Warlord's Bane Poison to the caster's weapon.
ID: 22201^6
Causes the target become clumsy and slow in combat.
ID: 22202^6
Applies Warlord's Bane Poison to the caster's weapon.
ID: 22203^6
Causes the target become clumsy and slow in combat.
ID: 22204^6
Applies Warlord's Bane Poison to the caster's weapon.
ID: 22205^6
Causes the target become clumsy and slow in combat.
ID: 22206^6
Applies Warlord's Bane Poison to the caster's weapon.
ID: 22207^6
Causes the target become clumsy and slow in combat.
ID: 22208^6
Applies Warlord's Bane Poison to the caster's weapon.
ID: 22209^6
Causes the target become clumsy and slow in combat.
ID: 22210^6
Applies Warlord's Bane Poison to the caster's weapon.
ID: 22211^6
Causes the target become clumsy and slow in combat.
ID: 22212^6
Applies Warlord's Bane Poison to the caster's weapon.
ID: 22213^6
Causes the target become clumsy and slow in combat.
ID: 22214^6
Applies Warlord's Bane Poison to the caster's weapon.
ID: 22215^6
Causes the target become clumsy and slow in combat.
ID: 22216^6
Applies Warlord's Bane Poison to the caster's weapon.
ID: 22217^6
Causes the target become clumsy and slow in combat.
ID: 22218^6
Applies Warlord's Bane Poison to the caster's weapon.
ID: 22219^6
Causes the target to become clumsy and slow in combat.
ID: 22220^6
Applies Archer's Bane Poison to the caster's weapon.
ID: 22221^6
Clouds the targets vision, making them less accurate.
ID: 22222^6
Applies Archer's Bane Poison to the caster's weapon.
ID: 22223^6
Clouds the targets vision, making them less accurate.
ID: 22224^6
Applies Archer's Bane Poison to the caster's weapon.
ID: 22225^6
Clouds the targets vision, making them less accurate.
ID: 22226^6
Applies Monk's Bane Poison to the caster's weapon.
ID: 22227^6
Affects the nervous system of the target, making it harder for them to evade incoming attacks.
ID: 22228^6
Applies Monk's Bane Poison to the caster's weapon.
ID: 22229^6
Affects the nervous system of the target, making it harder for them to evade incoming attacks.
ID: 22230^6
Applies Monk's Bane Poison to the caster's weapon.
ID: 22231^6
Affects the nervous system of the target, making it harder for them to evade incoming attacks.
ID: 22233^6
Reduces hate generation by #1 percent.
ID: 22234^6
Applies Pyrilen Burn Poison to the caster's weapon
ID: 22236^6
Applies Pyrilen Burn Poison to the caster's weapon
ID: 22238^6
Applies Pyrilen Burn Poison to the caster's weapon
ID: 22240^6
Applies Pyrilen Burn Poison to the caster's weapon
ID: 22242^6
Applies Pyrilen Burn Poison to the caster's weapon
ID: 22244^6
Applies Pyrilen Burn Poison to the caster's weapon
ID: 22246^6
Applies Pyrilen Burn Poison to the caster's weapon
ID: 22248^6
Applies Pyrilen Burn Poison to the caster's weapon
ID: 22250^6
Applies Gelidran Lament Poison to the caster's weapon
ID: 22252^6
Applies Gelidran Lament Poison to the caster's weapon
ID: 22254^6
Applies Gelidran Lament Poison to the caster's weapon
ID: 22256^6
Applies Gelidran Lament Poison to the caster's weapon
ID: 22258^6
Applies Gelidran Lament Poison to the caster's weapon
ID: 22260^6
Applies Gelidran Lament Poison to the caster's weapon
ID: 22262^6
Applies Gelidran Lament Poison to the caster's weapon
ID: 22264^6
Applies Gelidran Lament Poison to the caster's weapon
ID: 22266^6
Applies Hate of the Shissar Poison to the caster's weapon
ID: 22268^6
Applies Hate of the Shissar Poison to the caster's weapon
ID: 22270^6
Applies Hate of the Shissar Poison to the caster's weapon
ID: 22272^6
Applies Hate of the Shissar Poison to the caster's weapon
ID: 22274^6
Applies Hate of the Shissar Poison to the caster's weapon
ID: 22276^6
Applies Hate of the Shissar Poison to the caster's weapon
ID: 22278^6
Applies Hate of the Shissar Poison to the caster's weapon
ID: 22280^6
Applies Hate of the Shissar Poison to the caster's weapon
ID: 22282^6
Applies Anger of the Shissar Poison to the caster's weapon
ID: 22284^6
Applies Anger of the Shissar Poison to the caster's weapon
ID: 22286^6
Applies Anger of the Shissar Poison to the caster's weapon
ID: 22288^6
Applies Anger of the Shissar Poison to the caster's weapon
ID: 22290^6
Applies Anger of the Shissar Poison to the caster's weapon
ID: 22292^6
Applies Anger of the Shissar Poison to the caster's weapon
ID: 22294^6
Applies Anger of the Shissar Poison to the caster's weapon
ID: 22296^6
Applies Anger of the Shissar Poison to the caster's weapon
ID: 22300^6
The ionian arpeggio grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells. The effect becomes more powerful with each successive note in the arpeggio.
ID: 22301^6
The ionian arpeggio's root grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22302^6
The ionian arpeggio's third grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22303^6
The ionian arpeggio's fifth grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22304^6
The ionian arpeggio's octave grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22305^6
The lydian arpeggio grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells. The effect becomes more powerful with each successive note in the arpeggio.
ID: 22306^6
The lydian arpeggio's root grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22307^6
The lydian arpeggio's third grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22308^6
The lydian arpeggio's fifth grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22309^6
The lydian arpeggio's octave grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22310^6
The phrygian arpeggio grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells. The effect becomes more powerful with each successive note in the arpeggio.
ID: 22311^6
The phrygian arpeggio's root grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22312^6
The phrygian arpeggio's third grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22313^6
The phrygian arpeggio's fifth grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22314^6
The phrygian arpeggio's octave grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22315^6
The empowering arpeggio grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells. The effect becomes more powerful with each successive note in the arpeggio.
ID: 22316^6
The arpeggio's root grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22317^6
The arpeggio's third grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22318^6
The arpeggio's fifth grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22319^6
The arpeggio's octave grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22320^6
Stages a vicious assault on your target, slowing their attack speed and doing damage until the assault ceases.
ID: 22321^6
Stages a savage assault on your target, slowing their attack speed and doing damage until the assault ceases.
ID: 22322^6
Stages an acrimonious assault on your target, slowing their attack speed and doing damage until the assault ceases.
ID: 22323^6
Stages an intense acrimonious assault on your target, slowing their attack speed and doing damage until the assault ceases.
ID: 22324^6
Creates a chaotic rage within you, causing each frenzy to inflict more pain on your enemies.
ID: 22325^6
Creates an unrestrainable rage within you, causing each frenzy to inflict more pain on your enemies.
ID: 22326^6
Creates a boudless rage within you, causing each frenzy to inflict more pain on your enemies.
ID: 22327^6
Creates an unimaginable rage within you, causing each frenzy to inflict more pain on your enemies.
ID: 22328^6
Calls upon a host of divine hammers to relentlessly attack your target for @1 seconds or they die or the target dies.
ID: 22329^6
Calls upon a soldiery of divine hammers to relentlessly attack your target for @1 seconds or they die or the target dies.
ID: 22330^6
Calls upon a regiment of divine hammers to relentlessly attack your target for @1 seconds or they die or the target dies.
ID: 22331^6
Calls upon a legion of divine hammers to relentlessly attack your target for @1 seconds or they die or the target dies.
ID: 22332^6
Covers your group in a protective coating that mitigates incoming damage. When the protection is broken, you are healed and blessed with a natural rejuvenation which decreases the cast time of spells.
ID: 22333^6
Blesses you with a natural rejuvenation, reducing the cast time of spells you cast.
ID: 22334^6
Covers your group in a protective coating that mitigates incoming damage. When the protection is broken, you are healed and blessed with a natural rejuvenation which decreases the cast time of spells.
ID: 22335^6
Blesses you with a natural rejuvenation, reducing the cast time of spells you cast.
ID: 22336^6
Covers your group in a protective coating that mitigates incoming damage. When the protection is broken, you are healed and blessed with a natural rejuvenation which decreases the cast time of spells.
ID: 22337^6
Blesses you with a natural rejuvenation, reducing the cast time of spells you cast.
ID: 22338^6
Covers your group in a protective coating that mitigates incoming damage. When the protection is broken, you are healed and blessed with a natural rejuvenation which decreases the cast time of spells.
ID: 22339^6
Blesses you with a natural rejuvenation, reducing the cast time of spells you cast.
ID: 22340^6
You invade your target's mind and sap their willpower, weakening their magical defenses. The stolen willpower can then be manipulated into a form that refreshes the mind of those in your group, restoring some of their lost mana.
ID: 22341^6
A stream of willpower extracted from your enemies.
ID: 22342^6
You invade your target's mind and sap their willpower, weakening their magical defenses. The stolen willpower can then be manipulated into a form that refreshes the mind of those in your group, restoring some of their lost mana.
ID: 22343^6
A stream of willpower extracted from your enemies.
ID: 22344^6
You invade your target's mind and sap their willpower, weakening their magical defenses. The stolen willpower can then be manipulated into a form that refreshes the mind of those in your group, restoring some of their lost mana.
ID: 22345^6
A stream of willpower extracted from your enemies.
ID: 22346^6
You invade your target's mind and sap their willpower, weakening their magical defenses. The stolen willpower can then be manipulated into a form that refreshes the mind of those in your group, restoring some of their lost mana.
ID: 22347^6
A stream of willpower extracted from your enemies.
ID: 22348^6
Your command causes your pet to occasionally strike enemies with obedient fury. Each strike can either damage its target or energize you, increasing the power of your next direct damage spell. Your pet can execute up to six special strikes.
ID: 22349^6
A surge of energy is bestowed upon you by your companion, increasing the damage of your next direct damage spell.
ID: 22350^6
Your command causes your pet to occasionally strike enemies with obedient fury. Each strike can either damage its target or energize you, increasing the power of your next direct damage spell. Your pet can execute up to ten special strikes.
ID: 22351^6
A surge of energy is bestowed upon you by your companion, increasing the damage of your next direct damage spell.
ID: 22352^6
Your command causes your pet to occasionally strike enemies with obedient fury. Each strike can either damage its target or energize you, increasing the power of your next direct damage spell. Your pet can execute up to thirteen special strikes.
ID: 22353^6
A surge of energy is bestowed upon you by your companion, increasing the damage of your next direct damage spell.
ID: 22354^6
Your command causes your pet to occasionally strike enemies with obedient fury. Each strike can either damage its target or energize you, increasing the power of your next direct damage spell. Your pet can execute up to seventeen special strikes.
ID: 22355^6
A surge of energy is bestowed upon you by your companion, increasing the damage of your next direct damage spell.
ID: 22356^6
Grants the ability to cause additional damage to enemies by striking them with a tremulous blow. Your body will only be able to generate 10 such blows before the extreme aggression subsides.
ID: 22357^6
Increases the damage caused by all forms of melee you deal to an enemy for a limited number of hits.
ID: 22358^6
Grants the ability to strike enemies with a tremulous blow.
ID: 22359^6
A tremulous blow that damages an enemy.
ID: 22360^6
Grants the ability to cause additional damage to enemies by striking them with a tremulous blow. Your body will only be able to generate 15 such blows before the extreme aggression subsides.
ID: 22361^6
Increases the damage caused by all forms of melee you deal to an enemy for a limited number of hits.
ID: 22362^6
Grants the ability to strike enemies with a tremulous blow.
ID: 22363^6
A tremulous blow that damages an enemy.
ID: 22364^6
Grants the ability to cause additional damage to enemies by striking them with a tremulous blow. Your body will only be able to generate 20 such blows before the extreme aggression subsides.
ID: 22365^6
Increases the damage caused by all forms of melee you deal to an enemy for a limited number of hits.
ID: 22366^6
Grants the ability to strike enemies with a tremulous blow.
ID: 22367^6
A tremulous blow that damages an enemy.
ID: 22368^6
Grants the ability to cause additional damage to enemies by striking them with a tremulous blow. Your body will only be able to generate 25 such blows before the extreme aggression subsides.
ID: 22369^6
Increases the damage caused by all forms of melee you deal to an enemy for a limited number of hits.
ID: 22370^6
Grants the ability to strike enemies with a tremulous blow.
ID: 22371^6
A tremulous blow that damages an enemy.
ID: 22372^6
You feel the energies of the netherworld, transfiguring your body and giving you the ability to tap into and steal an extra amount of health from enemies upon each damaging spell you cast. You will be unable to assume this form while mounted.
ID: 22373^6
The energy of the netherworld transfigures your body into an infernal demon.
ID: 22374^6
Steals additional life when you cast any damage spell on an enemy.
ID: 22375^6
Steals additional life to heal the necromancer's wounds.
ID: 22376^6
You tap into the energies of the netherworld, transfiguring your body and giving you the ability to tap into and steal an extra amount of health from enemies upon each damaging spell you cast. You will be unable to assume this form while mounted.
ID: 22377^6
The energy of the netherworld transfigures your body into an infernal demon.
ID: 22378^6
Steals additional life when you cast any damage spell on an enemy.
ID: 22379^6
Steals additional life to heal the necromancer's wounds.
ID: 22380^6
You manipulate the energies of the netherworld, transfiguring your body and giving you the ability to tap into and steal an extra amount of health from enemies upon each damaging spell you cast. You will be unable to assume this form while mounted.
ID: 22381^6
The energy of the netherworld transfigures your body into an infernal demon.
ID: 22382^6
Steals additional life when you cast any damage spell on an enemy.
ID: 22383^6
Steals additional life to heal the necromancer's wounds.
ID: 22384^6
You are consumed by the energies of the netherworld, transfiguring your body and giving you the ability to tap into and steal an extra amount of health from enemies upon each damaging spell you cast. You will be unable to assume this form while mounted.
ID: 22385^6
The energy of the netherworld transfigures your body into an infernal demon.
ID: 22386^6
Steals additional life when you cast any damage spell on an enemy.
ID: 22387^6
Steals additional life to heal the necromancer's wounds.
ID: 22388^6
Summons forth the spirit of a fallen Shin Knight to aid you in battle. Your brief connection with the divine power of Marr grants you holy protection, absorbing a fair amount of incoming melee damage.
ID: 22389^6
The blessing of Mithaniel Marr grants you holy protection, absorbing a fair amount of incoming melee damage.
ID: 22390^6
Summons forth the spirit of the fallen Guktan hero Glikigup to aid you in battle. Your brief connection with the divine power of Marr grants you holy protection, absorbing a fair amount of incoming melee damage.
ID: 22391^6
The blessing of Mithaniel Marr grants you holy protection, absorbing a fair amount of incoming melee damage.
ID: 22392^6
Summons forth the spirit of a fallen Guktan knight to aid you in battle. Your brief connection with the divine power of Marr grants you holy protection, absorbing a fair amount of incoming melee damage.
ID: 22393^6
The blessing of Mithaniel Marr grants you holy protection, absorbing a fair amount of incoming melee damage.
ID: 22394^6
Summons forth the spirit of Mithaniel's Champion to aid you in battle. Your brief connection with the divine power of Marr grants you holy protection, absorbing a fair amount of incoming melee damage.
ID: 22395^6
The blessing of Mithaniel Marr grants you holy protection, absorbing a fair amount of incoming melee damage.
ID: 22396^6
The cyclical patterns of nature bestow you with a period of physical enhancement which increases melee damage, followed by a period of mental enhancement which increases damage done through spells.
ID: 22397^6
Your current natural state has bestowed you with physical enhancement, increasing your melee damage.
ID: 22398^6
Your current natural state has bestowed you with mental enhancement, increasing damage done through spells you cast.
ID: 22399^6
The cyclical patterns of nature bestow you with a period of physical enhancement which increases melee damage, followed by a period of mental enhancement which increases damage done through spells.
ID: 22400^6
Your current natural state has bestowed you with physical enhancement, increasing your melee damage.
ID: 22401^6
Your current natural state has bestowed you with mental enhancement, increasing damage done through spells you cast.
ID: 22402^6
The cyclical patterns of nature bestow you with a period of physical enhancement which increases melee damage, followed by a period of mental enhancement which increases damage done through spells.
ID: 22403^6
Your current natural state has bestowed you with physical enhancement, increasing your melee damage.
ID: 22404^6
Your current natural state has bestowed you with mental enhancement, increasing damage done through spells you cast.
ID: 22405^6
The cyclical patterns of nature bestow you with a period of physical enhancement which increases melee damage, followed by a period of mental enhancement which increases damage done through spells.
ID: 22406^6
Your current natural state has bestowed you with physical enhancement, increasing your melee damage.
ID: 22407^6
Your current natural state has bestowed you with mental enhancement, increasing damage done through spells you cast.
ID: 22408^6
Causes your weapons to be able to predict your attacks, increasing the damage on each of your backstabs and melee attacks. Additionally, your blade lashes out at your enemy, causing extra damage. Your weapons are able to remain in this state for 100 successful attacks.
ID: 22409^6
Causes your weapons to be able to predict your attacks, increasing the damage on each of your backstabs and melee attacks.
ID: 22410^6
Causes your weapons to be able to predict your attacks, increasing the damage on each of your backstabs and melee attacks. Additionally, your blade lashes out at your enemy, causing extra damage. Your weapons are able to remain in this state for 100 successful attacks.
ID: 22411^6
Causes your weapons to be able to predict your attacks, increasing the damage on each of your backstabs and melee attacks.
ID: 22412^6
Causes your weapons to be able to predict your attacks, increasing the damage on each of your backstabs and melee attacks. Additionally, your blade lashes out at your enemy, causing extra damage. Your weapons are able to remain in this state for 100 successful attacks.
ID: 22413^6
Causes your weapons to be able to predict your attacks, increasing the damage on each of your backstabs and melee attacks.
ID: 22414^6
Causes your weapons to be able to predict your attacks, increasing the damage on each of your backstabs and melee attacks. Additionally, your blade lashes out at your enemy, causing extra damage. Your weapons are able to remain in this state for 100 successful attacks.
ID: 22415^6
Causes your weapons to be able to predict your attacks, increasing the damage on each of your backstabs and melee attacks.
ID: 22416^6
Cloaks you in the form of a Nightrage Orphan, invoking a strong thirst for vitae. Your damaging spells increase in power, and you are able to drain life from your enemies more frequently. You will be unable to assume this form while mounted.
ID: 22417^6
Cloaks you in the form of a Nightrage Orphan, increasing the power of your damaging spells.
ID: 22418^6
Your thirst for vitae allows you to cast life draining spells more frequently.
ID: 22419^6
Siphons health to heal the shadow knight's wounds.
ID: 22420^6
Cloaks you in the form of a Bloodguard Loyalist, invoking a strong thirst for vitae. Your damaging spells increase in power, and you are able to drain life from your enemies more frequently. You will be unable to assume this form while mounted.
ID: 22421^6
Cloaks you in the form of a Bloodguard Loyalist, increasing the power of your damaging spells.
ID: 22422^6
Your thirst for vitae allows you to cast life draining spells more frequently.
ID: 22423^6
Siphons health to heal the shadow knight's wounds.
ID: 22424^6
Cloaks you in the form of a Savagefang Orphan, invoking a strong thirst for vitae. Your damaging spells increase in power, and you are able to drain life from your enemies more frequently. You will be unable to assume this form while mounted.
ID: 22425^6
Cloaks you in the form of a Savagefang Orphan, increasing the power of your damaging spells.
ID: 22426^6
Your thirst for vitae allows you to cast life draining spells more frequently.
ID: 22427^6
Siphons health to heal the shadow knight's wounds.
ID: 22428^6
Cloaks you in the form of the elite Progeny, invoking a strong thirst for vitae. Your damaging spells increase in power, and you are able to drain life from your enemies more frequently. You will be unable to assume this form while mounted.
ID: 22429^6
Cloaks you in the form of the elite Progeny, increasing the power of your damaging spells.
ID: 22430^6
Your thirst for vitae allows you to cast life draining spells more frequently.
ID: 22431^6
Siphons health to heal the shadow knight's wounds.
ID: 22432^6
Distracts your group with calming visions which mitigate an amount of incoming damage. When the visions fade, you receive a healing blessing.
ID: 22433^6
A blessing which focuses your mind, allowing you to cause greater damage with your poison based spells.
ID: 22434^6
Visions which mitigate an amount of incoming damage.
ID: 22435^6
A healing blessing brought about by the flickering visions.
ID: 22436^6
Distracts your group with calming visions which mitigate an amount of incoming damage. When the visions fade, you receive a healing blessing.
ID: 22437^6
A blessing which focuses your mind, allowing you to cause greater damage with your poison based spells.
ID: 22438^6
Visions which mitigate an amount of incoming damage.
ID: 22439^6
A healing blessing brought about by the flickering visions.
ID: 22440^6
Distracts your group with calming visions which mitigate an amount of incoming damage. When the visions fade, you receive a healing blessing.
ID: 22441^6
A blessing which focuses your mind, allowing you to cause greater damage with your poison based spells.
ID: 22442^6
Visions which mitigate an amount of incoming damage.
ID: 22443^6
A healing blessing brought about by the flickering visions.
ID: 22444^6
Distracts your group with calming visions which mitigate an amount of incoming damage. When the visions fade, you receive a healing blessing.
ID: 22445^6
A blessing which focuses your mind, allowing you to cause greater damage with your poison based spells.
ID: 22446^6
Visions which mitigate an amount of incoming damage.
ID: 22447^6
A healing blessing brought about by the flickering visions.
ID: 22448^6
You gather the energy to leap towards your target and provoke enemies more easily with each successful attack.
ID: 22449^6
You find yourself able to more easily provoke enemies upon each successful attack.
ID: 22450^6
You land a provacative strike on your enemy.
ID: 22451^6
You gather the energy to leap towards your target and provoke enemies more easily with each successful attack.
ID: 22452^6
You find yourself able to more easily provoke enemies upon each successful attack.
ID: 22453^6
You land a provacative strike on your enemy.
ID: 22454^6
You gather the energy to leap towards your target and provoke enemies more easily with each successful attack.
ID: 22455^6
You find yourself able to more easily provoke enemies upon each successful attack.
ID: 22456^6
You land a provacative strike on your enemy.
ID: 22457^6
You gather the energy to leap towards your target and provoke enemies more easily with each successful attack.
ID: 22458^6
You find yourself able to more easily provoke enemies upon each successful attack.
ID: 22459^6
You land a provacative strike on your enemy.
ID: 22460^6
You harvest mana from your surroundings, refreshing your mind.
ID: 22461^6
You harvest mana from your surroundings, refreshing your mind.
ID: 22462^6
You harvest mana from your surroundings, refreshing your mind.
ID: 22463^6
You harvest mana from your surroundings, refreshing your mind.
ID: 22464^6
You harvest mana from your surroundings, refreshing your mind.
ID: 22465^6
Attunes your mind with archaic forms of fire based magic, increasing the damage you inflict with each of three subsequent fire based damage spells.
ID: 22466^6
Slime Spit
ID: 22467^6
Attunes your mind with archaic forms of magic, increasing the damage you inflict with each of three subsequent magic based damage spells.
ID: 22468^6
You perform an enigmatic ritual, decreasing the cast time of your damaging spells for a short time.
ID: 22469^6
Attunes your mind with archaic forms of fire based magic, increasing the damage you inflict with each of four subsequent fire based damage spells.
ID: 22470^6
Bear Hug
ID: 22471^6
Mountains rise from the user's tread
ID: 22472^6
Sparks of a diligent forge work fly from your hands.
ID: 22473^6
Summons an unstable ooze to your side.
ID: 22474^6
Summons an empathetic ooze to your side.
ID: 22475^6
Summons a spitting ooze to your side.
ID: 22476^6
Obediently, your companion swings at its target with great force.
ID: 22477^6
Obediently, your companion swings at its target with great force.
ID: 22478^6
Obediently, your companion swings at its target with great force.
ID: 22479^6
Obediently, your companion swings at its target with great force.
ID: 22480^6
The assault causes the victim's body to slow down.
ID: 22481^6
The victim of the assault is repeatedly pummeled.
ID: 22482^6
The victim of the assault is repeatedly pummeled.
ID: 22483^6
The victim of the assault is repeatedly pummeled.
ID: 22484^6
The victim of the assault is repeatedly pummeled.
ID: 22485^6
Ro's Disciple and the Efreeti Ambassador have left their mark on the world of Norrath, and their departure has instilled a strong sense of sadness in the hearts of all. Many remain hopeful that someday, before the end of days, they may return and again walk these lands which have seen so much turmoil. One must have faith. . .
ID: 22486^6
A frigid bolt.
ID: 22487^6
A frigid bolt.
ID: 22488^6
A frigid bolt.
ID: 22489^6
The chilling breeze of E'ci eases your mind, allowing you to cast your next spell more quickly.
ID: 22491^6
A chant of chaos lowers your target's resistances to magical attacks.
ID: 22492^6
Changes the looks of your pet.
ID: 22493^6
Changes the looks of your pet.
ID: 22494^6
Changes the looks of your pet.
ID: 22495^6
Changes the looks of your pet.
ID: 22496^6
Text
ID: 22497^6
A defensive proc of crystalkin derivation which stuns the attacker.
ID: 22498^6
A defensive proc of crystalkin derivation which stuns the attacker.
ID: 22499^6
A defensive proc of crystalkin derivation which stuns the attacker.
ID: 22500^6
Summons a feral companion to attack your target. This spell will sometimes summon multiple companions. The growl of these companions incites you and your warder with increase melee power, maximum hit points, and regeneration.
ID: 22501^6
Infuses your pet with regenerative power and summons animals to fight at its side.
ID: 22502^6
Infuses your pet with regenerative power and summons animals to fight at its side.
ID: 22503^6
Melee speed component of Haergen's Feralgia.
ID: 22504^6
Melee speed component of Haergen's Feralgia.
ID: 22505^6
Melee speed component of Haergen's Feralgia.
ID: 22506^6
Incites your target's target and yourself with a shared bloodlust increasing the amount of damage you both do with melee weapons.
ID: 22507^6
Incites your target's target and yourself with a shared bloodlust increasing the amount of damage you both do with melee weapons.
ID: 22508^6
Incites your target's target and yourself with a shared bloodlust increasing the amount of damage you both do with melee weapons.
ID: 22509^6
Summons a magic tombstone which pulls victims toward it, damaging their lifeforce and doing additional damage to undead.
ID: 22510^6
Summons a magic tombstone which pulls victims toward it, damaging their lifeforce and doing additional damage to undead.
ID: 22511^6
Summons a magic tombstone which pulls victims toward it, damaging their lifeforce and doing additional damage to undead.
ID: 22512^6
The gravitate component of Tomb of Grux.
ID: 22513^6
The area damage component of Tomb of Grux.
ID: 22514^6
The area damage component of Tomb of Grux.
ID: 22515^6
The area damage component of Tomb of Grux.
ID: 22516^6
A short-duration damage shield, usable on adventurers.
ID: 22517^6
A short-duration damage shield, usable on adventurers.
ID: 22518^6
A short-duration damage shield, usable on adventurers.
ID: 22519^6
A long-range, very short duration gravitation effect.
ID: 22520^6
A long-range, very short duration gravitation effect.
ID: 22521^6
A long-range, very short duration gravitation effect.
ID: 22522^6
A short-duration damage shield and spell feedback effect.
ID: 22523^6
A short-duration damage shield and spell feedback effect.
ID: 22524^6
A short-duration damage shield and spell feedback effect.
ID: 22525^6
A chaotic attack stance offering the monk a slight chance to improve up to five different combat skills.
ID: 22526^6
A chaotic attack stance offering the monk a slight chance to improve up to five different combat skills.
ID: 22527^6
A chaotic attack stance offering the monk a slight chance to improve up to five different combat skills.
ID: 22528^6
Calls a short-lived group of skeleton pets to fight for the caster.
ID: 22529^6
Calls a short-lived group of skeleton pets to fight for the caster.
ID: 22530^6
Calls a short-lived group of skeleton pets to fight for the caster.
ID: 22531^6
Gives the target's target a melee guard buff and a boon of healing.
ID: 22532^6
Gives the target's target a melee guard buff and a boon of healing.
ID: 22533^6
Gives the target's target a melee guard buff and a boon of healing.
ID: 22534^6
(none)
ID: 22535^6
(none)
ID: 22536^6
(none)
ID: 22537^6
A single-target version of Storm of Arrows.
ID: 22538^6
A single-target version of Storm of Arrows.
ID: 22539^6
A single-target version of Storm of Arrows.
ID: 22540^6
A staggering assault that strikes your foe for #1 damage and increasing the damage you do with melee weapons for a short time.
ID: 22541^6
A vindictive backstab attack which also temporarily debilitates the target's armor and movement rate.
ID: 22542^6
A vindictive backstab attack which also temporarily debilitates the target's armor and movement rate.
ID: 22543^6
Increases the amount of melee damage you do for a short time.
ID: 22544^6
The AC-reduction component of Aggravated Backstab.
ID: 22545^6
The AC-reduction component of Aggravated Backstab.
ID: 22546^6
The slowing component of Aggravated Backstab.
ID: 22547^6
A defensive proc which infects an attacker with disease-bearing humours.
ID: 22548^6
A defensive proc which infects an attacker with disease-bearing humours.
ID: 22549^6
A defensive proc which infects an attacker with disease-bearing humours.
ID: 22550^6
The proc'ed disease splash component of Bursting Pustules.
ID: 22551^6
The proc'ed disease splash component of Bursting Pustules.
ID: 22552^6
The proc'ed disease splash component of Bursting Pustules.
ID: 22553^6
A magical splash of runedust which temporarily reduces a target's melee attack speed, movement rate, OR armor protection.
ID: 22554^6
A magical splash of runedust which temporarily reduces a target's melee attack speed, movement rate, OR armor protection.
ID: 22555^6
A magical splash of runedust which temporarily reduces a target's melee attack speed, movement rate, OR armor protection.
ID: 22556^6
A defensive skill ability which increases the warrior's armor class.
ID: 22557^6
A defensive skill ability which increases the warrior's armor class.
ID: 22558^6
A defensive skill ability which increases the warrior's armor class.
ID: 22559^6
A free-target area damage ability which damages up to five targets within a 30' radius.
ID: 22560^6
A free-target area damage ability which damages up to five targets within a 30' radius.
ID: 22561^6
A free-target area damage ability which damages up to five targets within a 30' radius.
ID: 22562^6
The stun component of Autarchian Mindwrack.
ID: 22563^6
The stun component of Autarchian Mindwrack.
ID: 22564^6
The stun component of Autarchian Mindwrack.
ID: 22565^6
The melee attack slowing ability of Splash of Runedust.
ID: 22566^6
The melee attack slowing ability of Splash of Runedust.
ID: 22567^6
The melee attack slowing ability of Splash of Runedust.
ID: 22568^6
The movement-impairing ability of Splash of Runedust.
ID: 22569^6
The movement-impairing ability of Splash of Runedust.
ID: 22570^6
The movement-impairing ability of Splash of Runedust.
ID: 22571^6
The armor mitigation-reduction component of Splash of Runedust.
ID: 22572^6
The armor mitigation-reduction component of Splash of Runedust.
ID: 22573^6
The armor mitigation-reduction component of Splash of Runedust.
ID: 22574^6
The gravitate component of Tomb of Grux.
ID: 22575^6
The gravitate component of Tomb of Grux.
ID: 22576^6
A proc component of Shared Bloodlust.
ID: 22577^6
A proc component of Shared Bloodlust.
ID: 22578^6
A proc component of Shared Bloodlust.
ID: 22579^6
A skill boosting component of the Drunken Monkey stance.
ID: 22580^6
A skill boosting component of the Drunken Monkey stance.
ID: 22581^6
A skill boosting component of the Drunken Monkey stance.
ID: 22582^6
A skill boosting component of the Drunken Monkey stance.
ID: 22583^6
A skill boosting component of the Drunken Monkey stance.
ID: 22584^6
A skill boosting component of the Drunken Monkey stance.
ID: 22585^6
A skill boosting component of the Drunken Monkey stance.
ID: 22586^6
A skill boosting component of the Drunken Monkey stance.
ID: 22587^6
A skill boosting component of the Drunken Monkey stance.
ID: 22588^6
A skill boosting component of the Drunken Monkey stance.
ID: 22589^6
A skill boosting component of the Drunken Monkey stance.
ID: 22590^6
A skill boosting component of the Drunken Monkey stance.
ID: 22591^6
A skill boosting component of the Drunken Monkey stance.
ID: 22592^6
A skill boosting component of the Drunken Monkey stance.
ID: 22593^6
A skill boosting component of the Drunken Monkey stance.
ID: 22594^6
Increases the damage you do with melee weapons.
ID: 22616^6
Increases your mana regen by #7 for up to 30 seconds.
ID: 22628^6
A spell which smites the target, heals the target's target, and does extra damage if the target is also vampiric, undead, or elemental
ID: 22629^6
A spell which smites the target, heals the target's target, and does extra damage if the target is also vampiric, undead, or elemental
ID: 22630^6
A spell which smites the target, heals the target's target, and does extra damage if the target is also vampiric, undead, or elemental
ID: 22631^6
ID: 22632^6
ID: 22633^6
ID: 22634^6
ID: 22635^6
ID: 22636^6
ID: 22637^6
A narrower torrent of arrows aimed at a single target rather than a group.
ID: 22638^6
A narrower torrent of arrows aimed at a single target rather than a group.
ID: 22639^6
A narrower torrent of arrows aimed at a single target rather than a group.
ID: 22640^6
ID: 22641^6
ID: 22642^6
ID: 22643^6
ID: 22644^6
ID: 22645^6
ID: 22646^6
A free-targeted version of Malis, affecting up to six targets.
ID: 22647^6
A free-targeted version of Malis, affecting up to six targets.
ID: 22648^6
A free-targeted version of Malis, affecting up to six targets.
ID: 22649^6
Places a protective confession on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 22650^6
Places a protective confession on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 22651^6
Places a protective confession on your target, absorbing a portion of incoming melee damage. This spell absorbs a set amount of damage before dissipating.
ID: 22652^6
A spell which creates an aura that improves pet damage.
ID: 22653^6
A spell which creates an aura that improves pet damage.
ID: 22654^6
A spell which creates an aura that improves pet damage.
ID: 22655^6
Boosts your pet's damage by fifteen percent.
ID: 22656^6
ID: 22657^6
ID: 22658^6
ID: 22659^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 22660^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 22661^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 22662^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 22663^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 22664^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 22665^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 22666^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 22667^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 22668^6
ID: 22669^6
Increases your maximum hit points by #12 for up to %z.
ID: 22702^6
Causes a poison with a harsh ending.
ID: 22704^6
Slows one's movement.
ID: 22705^6
Slows one's movement.
ID: 22706^6
Causes one's movement to slow.
ID: 22707^6
Slows one's movement.
ID: 22709^6
Slows one's movement.
ID: 22714^6
Slows one's movement with sharp thorns.
ID: 22716^6
Causes one to start to feel sleepy.
ID: 22717^6
Slows one down.
ID: 22718^6
Slows one down.
ID: 22721^6
Melts a treant's bark with acidic pumpkin pulp!
ID: 22722^6
Burns a bixie's flesh with poisonous rotten fruit!
ID: 22723^6
Eats a peponnite's rind away with caustic bixie pollen!
ID: 22725^6
Causes a festering wound.
ID: 22726^6
Causes a bleeding wound.
ID: 22727^6
Causes a bleeding wound.
ID: 22728^6
Causes a bleeding wound with a harsh end.
ID: 22731^6
Increases melee speed.
ID: 22734^6
Causes a poison.
ID: 22741^6
Causes a nasty poison with a harsh end.
ID: 22742^6
Causes a nasty poison.
ID: 22743^6
Causes a nasty poison.
ID: 22744^6
Causes a nasty poison.
ID: 22745^6
Causes a nasty poison.
ID: 22746^6
Causes a nasty poison.
ID: 22747^6
Causes a bleeding wound.
ID: 22749^6
Causes a nasty poison.
ID: 22751^6
Causes a horrible drain.
ID: 22753^6
Causes a nasty disease.
ID: 22754^6
Causes a bleeding wound.
ID: 22755^6
Freezes your mind.
ID: 22756^6
Slows you and hinders your ability to cast spells.
ID: 22757^6
Spreads fear.
ID: 22760^6
Causes a bleeding wound.
ID: 22761^6
Roots you with sharp vines.
ID: 22762^6
Stunned with a treant's immense power.
ID: 22764^6
Freezes and drains your mind.
ID: 22765^6
Causes corrupting damage.
ID: 22766^6
Freezes your mind.
ID: 22767^6
Causes a bleeding wound.
ID: 22768^6
Hinders your ability to cast spells.
ID: 22769^6
Curses you to loose health and mana as well as some intelligence and wisdom.
ID: 22773^6
Freezes your mind.
ID: 22774^6
Causes a bleeding wound.
ID: 22775^6
Stuns you to silence.
ID: 22776^6
Freezes your mind.
ID: 22777^6
Hastens and protects the wearer from spells.
ID: 22778^6
Hinders your ability to cast spells.
ID: 22779^6
Causes fear.
ID: 22780^6
Hastens the wearer.
ID: 22783^6
Causes stunning damage.
ID: 22784^6
Drains the mind.
ID: 22785^6
Drains the mind.
ID: 22786^6
Makes one vulnerable to magic.
ID: 22787^6
Strengthens the wearer.
ID: 22789^6
Protects the wearer from spells and harms attackers.
ID: 22791^6
Causes fear and damage.
ID: 22792^6
Are those eggs?
ID: 22793^6
Drains the mind and hinders the ability to cast spells.
ID: 22794^6
Causes fear and drains the mind.
ID: 22796^6
Causes a nasty poison and are those eggs?
ID: 22797^6
Causes snaring damage.
ID: 22798^6
Causes a bleeding wound.
ID: 22799^6
Drains health and mana.
ID: 22800^6
Causes fear.
ID: 22801^6
Gives you the form of death.
ID: 22802^6
Hastens and strengthens the wearer.
ID: 22803^6
Absorbs some damage.
ID: 22804^6
Causes silence.
ID: 22805^6
Drains health and mana.
ID: 22806^6
Draws one in.
ID: 22807^6
Causes corrupting damage.
ID: 22808^6
Makes one a wee folk.
ID: 22809^6
Weakens one and turns them into a bug.
ID: 22811^6
Protects the wearer with a damage shield.
ID: 22813^6
Fatally drains one of mana.
ID: 22814^6
Causes a bleeding wound that drains one's resistance as well.
ID: 22815^6
Pulls one in.
ID: 22817^6
Causes a stumbling fear.
ID: 22818^6
The very touch drains.
ID: 22819^6
Causes a mana and health draining disease.
ID: 22824^6
Applies Tallon's Tactic Poison to the caster's weapon.
ID: 22825^6
Applies Vallon's Tactic Poison to the caster's weapon.
ID: 22830^6
Applies Myrmidon's Sloth Poison to the caster's weapon.
ID: 22832^6
Applies Messenger's Bane Poison to the caster's weapon.
ID: 22834^6
Applies Monk's Bane Poison to the caster's weapon.
ID: 22835^6
Affects the nervous system of the target, making it harder for them to evade incoming attacks.
ID: 22872^6
Calls upon the true form of the legendary steed known as Ghostrider.
ID: 22885^6
The dorian arpeggio grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells. The effect becomes more powerful with each successive note in the arpeggio.
ID: 22886^6
The dorian arpeggio's root grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22887^6
The dorian arpeggio's third grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22888^6
The dorian arpeggio's fifth grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22889^6
The dorian arpeggio's octave grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22890^6
The locrian arpeggio grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells. The effect becomes more powerful with each successive note in the arpeggio.
ID: 22891^6
The locrian arpeggio's root grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22892^6
The locrian arpeggio's third grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22893^6
The locrian arpeggio's fifth grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22894^6
The locrian arpeggio's octave grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22895^6
The aeolian arpeggio grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells. The effect becomes more powerful with each successive note in the arpeggio.
ID: 22896^6
The aeolian arpeggio's root grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22897^6
The aeolian arpeggio's third grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22898^6
The aeolian arpeggio's fifth grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22899^6
The aeolian arpeggio's octave grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22900^6
Gives the caster a twincast for destructive direct damage spells.
ID: 22901^6
Splits your magic, allowing you to twincast any instant healing spell.
ID: 22902^6
The hypodorian arpeggio grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells. The effect becomes more powerful with each successive note in the arpeggio.
ID: 22903^6
The hypodorian arpeggio's root grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22904^6
The hypodorian arpeggio's third grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22905^6
The hypodorian arpeggio's fifth grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22906^6
The hypodorian arpeggio's octave grants you and your groupmates the focus to deal greater melee damage. Additionally, your focus grants your groupmates the ability to cause greater damage when casting direct damage spells.
ID: 22907^6
Decreases the reuse time of Thousand Blades by 21 percent.
ID: 22908^6
Decreases the reuse time of Thousand Blades by 28 percent.
ID: 22909^6
Increases the damage of Frozen Venin by #1 percent.
ID: 22910^6
Increases the damage of Frozen Venin by #1 percent.
ID: 22911^6
Increases the damage of Frozen Venin by #1 percent.
ID: 22912^6
Increases the damage of Frozen Venin by #1 percent.
ID: 22913^6
Grants the ability to strike enemies with an icy blow.
ID: 22914^6
Grants the ability to strike enemies with an icy blow.
ID: 22915^6
Grants the ability to strike enemies with an icy blow.
ID: 22916^6
Grants the ability to strike enemies with an icy blow.
ID: 22918^6
Decreases the reuse time of Berserking Discipline by 21 percent.
ID: 22919^6
Decreases the reuse time of Berserking Discipline by 28 percent.
ID: 22920^6
Creates a boundless rage within you, causing each frenzy to inflict more pain on your enemies.
ID: 22921^6
Creates a boudless rage within you, causing each frenzy to inflict more pain on your enemies.
ID: 22922^6
Creates a boudless rage within you, causing each frenzy to inflict more pain on your enemies.
ID: 22923^6
Creates a boudless rage within you, causing each frenzy to inflict more pain on your enemies.
ID: 22924^6
Reduces the mana cost of Earnest Light by up to $1 percent.
ID: 22925^6
Reduces the mana cost of Earnest Light by up to $1 percent.
ID: 22926^6
A holy blessing grants your heals increased effectiveness.
ID: 22927^6
A holy blessing grants your heals increased effectiveness.
ID: 22928^6
A holy blessing grants your heals increased effectiveness.
ID: 22929^6
A holy blessing grants your heals increased effectiveness.
ID: 22930^6
Reduces the mana cost of Benevida by up to $1 percent.
ID: 22931^6
Reduces the mana cost of Benevida by up to $1 percent.
ID: 22932^6
Covers your group in a protective coating that mitigates incoming damage. When the protection is broken, you are healed and blessed with a natural rejuvenation which decreases the cast time of spells.
ID: 22933^6
Blesses you with a natural rejuvenation, reducing the cast time of spells you cast.
ID: 22934^6
Covers your group in a protective coating that mitigates incoming damage. When the protection is broken, you are healed and blessed with a natural rejuvenation which decreases the cast time of spells.
ID: 22935^6
Blesses you with a natural rejuvenation, reducing the cast time of spells you cast.
ID: 22936^6
Covers your group in a protective coating that mitigates incoming damage. When the protection is broken, you are healed and blessed with a natural rejuvenation which decreases the cast time of spells.
ID: 22937^6
Blesses you with a natural rejuvenation, reducing the cast time of spells you cast.
ID: 22938^6
Covers your group in a protective coating that mitigates incoming damage. When the protection is broken, you are healed and blessed with a natural rejuvenation which decreases the cast time of spells.
ID: 22939^6
Blesses you with a natural rejuvenation, reducing the cast time of spells you cast.
ID: 22940^6
Increases the effectiveness of Spectral Rune by #1 percent.
ID: 22941^6
Increases the effectiveness of Spectral Rune by #1 percent.
ID: 22942^6
You invade your target's mind and sap their willpower, weakening their magical defenses and increasing chromatic damage received. The stolen willpower can then be manipulated into a form that refreshes the mind of those in your group, restoring some of their lost mana.
ID: 22943^6
A stream of willpower extracted from your enemies.
ID: 22944^6
You invade your target's mind and sap their willpower, weakening their magical defenses and increasing chromatic damage received. The stolen willpower can then be manipulated into a form that refreshes the mind of those in your group, restoring some of their lost mana.
ID: 22945^6
A stream of willpower extracted from your enemies.
ID: 22946^6
You invade your target's mind and sap their willpower, weakening their magical defenses and increasing chromatic damage received. The stolen willpower can then be manipulated into a form that refreshes the mind of those in your group, restoring some of their lost mana.
ID: 22947^6
A stream of willpower extracted from your enemies.
ID: 22948^6
You invade your target's mind and sap their willpower, weakening their magical defenses and increasing chromatic damage received. The stolen willpower can then be manipulated into a form that refreshes the mind of those in your group, restoring some of their lost mana.
ID: 22949^6
A stream of willpower extracted from your enemies.
ID: 22950^6
Increases the duration of Ruinous Servant by 2 seconds.
ID: 22951^6
Increases the duration of Ruinous Servant by 3 seconds.
ID: 22952^6
Your command causes your pet to occasionally strike enemies with obedient fury. Each strike can either damage its target or energize you, increasing the power of your next direct damage spell. Your pet can execute up to six special strikes.
ID: 22953^6
A surge of energy is bestowed upon you by your companion, increasing the damage of your next direct damage spell.
ID: 22955^6
Your command causes your pet to occasionally strike enemies with obedient fury. Each strike can either damage its target or energize you, increasing the power of your next direct damage spell. Your pet can execute up to ten special strikes.
ID: 22956^6
A surge of energy is bestowed upon you by your companion, increasing the damage of your next direct damage spell.
ID: 22958^6
Your command causes your pet to occasionally strike enemies with obedient fury. Each strike can either damage its target or energize you, increasing the power of your next direct damage spell. Your pet can execute up to thirteen special strikes.
ID: 22959^6
A surge of energy is bestowed upon you by your companion, increasing the damage of your next direct damage spell.
ID: 22961^6
Your command causes your pet to occasionally strike enemies with obedient fury. Each strike can either damage its target or energize you, increasing the power of your next direct damage spell. Your pet can execute up to seventeen special strikes.
ID: 22962^6
A surge of energy is bestowed upon you by your companion, increasing the damage of your next direct damage spell.
ID: 22964^6
Decreases the reuse time of Impenetrable Discipline by 21 percent.
ID: 22965^6
Decreases the reuse time of Impenetrable Discipline by 28 percent.
ID: 22966^6
This technique increases the damage of Six-Step Pattern by #1 percent.
ID: 22967^6
This technique increases the damage of Six-Step Pattern by #1 percent.
ID: 22968^6
This technique focuses your chi, allowing you to unleash it when striking your enemies.
ID: 22971^6
This technique focuses your chi, allowing you to unleash it when striking your enemies.
ID: 22974^6
This technique focuses your chi, allowing you to unleash it when striking your enemies.
ID: 22977^6
This technique focuses your chi, allowing you to unleash it when striking your enemies.
ID: 22980^6
Increases the damage done by Pyre of Nos by #1 to $1 percent.
ID: 22981^6
Increases the damage done by Pyre of Nos by #1 to $1 percent.
ID: 22982^6
Increases the damage done by Pyre of Nos by #1 to $1 percent.
ID: 22983^6
Increases the damage done by Pyre of Nos by #1 to $1 percent.
ID: 22984^6
Increases the duration of Deflection Discipline by 1 tick.
ID: 22985^6
Increases the duration of Deflection Discipline by 2 ticks.
ID: 22986^6
You are more vunerable to disease based spells, increasing their damage.
ID: 22987^6
You are more vunerable to fire based spells, increasing their damage.
ID: 22988^6
You are more vunerable to poison based spells, increasing their damage.
ID: 22989^6
You are more vunerable to ice based spells, increasing their damage.
ID: 22993^6
Increases the damage of all spells by #1 to $1 percent. This bonus will decay on spells over level #2.
ID: 22998^6
Coalesces dream energy into a bundle of arrows.
ID: 22999^6
Cloaks you in a shimmering illusion that makes you appear to be a Satyr of Morell.
ID: 23013^6
Summons a fast black widow spider mount.
ID: 23014^6
Summons a fast clockwork spider mount.
ID: 23015^6
Cloaks you in a shimmering illusion that makes you appear to be a recluse spider. Grants you a small poison proc.
ID: 23016^6
Cloaks you in a shimmering illusion that makes you appear to be a Drachnid. Grants a small increase to dodge and movement rate.
ID: 23017^6
Surrounds the caster in an aura of runes.
ID: 23018^6
Surrounds the caster with swirling blades.
ID: 23019^6
Causes cards to erupt for the caster.
ID: 23020^6
Surrounds the caster in a storm of dust.
ID: 23021^6
Summons a mystical familiar that will grant a small amount of protection.
ID: 23022^6
Cloaks you in a shimmering illusion that makes you appear to be an Ogre Pirate. Grants a small increase to health.
ID: 23023^6
You are surrounded by debilitating energy, greatly increasing the damage from Daphris' Energy Wave attack.
ID: 23025^6
You are surrounded by debilitating energy, greatly increasing the damage from Therias' Energy Wave attack.
ID: 23027^6
You are surrounded by debilitating energy, greatly increasing the damage from Feonyss' Energy Wave attack.
ID: 23029^6
You are surrounded by debilitating energy, greatly increasing the damage from Selistras' Energy Wave attack.
ID: 23032^6
You are infected by a disease so vile, it cannot be cured. It's only a matter of time before the pustules erupt, infecting those around you.
ID: 23033^6
You are infected by a vile disease. It's only a matter of time before the pustules erupt, infecting those around you.
ID: 23035^6
You have been cursed, causing your arms to become heavy as lead. The time between melee attacks is greatly increased, as is the casting time for detrimental spells.
ID: 23039^6
Restore the Expedition Journal using the missing pages.
ID: 23044^6
Poison that damages your HP, endurance, and mana every 6 seconds.
ID: 23045^6
Diseased saliva that damages your HP every 6 seconds.
ID: 23047^6
Your flesh melts, damaging your HP every 6 seconds.
ID: 23049^6
You lose HP every 6 seconds as your soul is drained from your body.
ID: 23050^6
Strong poison that stuns you and damages your HP every 6 seconds.
ID: 23051^6
Fear enters your heart.
ID: 23053^6
You feel doom creeping up on you.
ID: 23054^6
You are doomed.
ID: 23057^6
The wearer burns those who strike him.
ID: 23069^6
This corrupting spell slows your movement and causes pain when you strike.
ID: 23074^6
Cooling lava encases you, burning you and slowing your limbs.
ID: 23075^6
Reflects and amplifies all incoming detrimental spells.
ID: 23076^6
This spell protects it user in razor sharp spines.
ID: 23078^6
Each strike or spell the person with this effect makes does damage to themselves.
ID: 23080^6
The victim of this spell has slowed thoughts.
ID: 23081^6
The victim of this spell is less effective.
ID: 23083^6
The victim of this spell is dragged to a bridge protector.
ID: 23084^6
This item seems drawn to The First Creation.
ID: 23086^6
This spell causes continuing damage and slows your movement.
ID: 23094^6
Hides the user very effectively.
ID: 23095^6
Hides the user very effectively.
ID: 23097^6
Stuns and reduces health over time.
ID: 23098^6
Causes temporary blindness while limiting your ability to cast spells and causes health damage over time.
ID: 23134^6
Summons a cascading darkness that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z.
ID: 23135^6
A burst of holy power that inflicts between #1 and @1 damage to a summoned target.
ID: 23136^6
Summons pain from your target's soul, causing @2 damage and draining some of their mana.
ID: 23137^6
Conjures a shock of black steel that assaults your target, causing between #1 and @1 damage.
ID: 23138^6
Surrounds your body in a coat of blades that increases your armor class, as well as harming those that strike you for %z.
ID: 23139^6
Invokes severe pain from your target, causing #7 damage, and uses that energy to greatly increase your armor class for a period of time.
ID: 23140^6
Claws at your target, dealing #1 damage.
ID: 23141^6
Encases your target with frost, doing #1 damage.
ID: 23142^6
Covers your target in the runes of Ellowind, which will absorb #1 incoming damage.
ID: 23143^6
Increases your maximum hit points by #3 for up to %z.
ID: 23144^6
Places a scourge upon your target, damaging them for #2 damage every six seconds.
ID: 23145^6
Sharpens your vision, giving you the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 23146^6
Reduces your movement rate.
ID: 23150^6
Burns you in a wave of magma.
ID: 23151^6
Pelts you with gravel, both damaging and stunning you.
ID: 23152^6
An amethyst crystal explosion damages you and saps your endurance.
ID: 23153^6
A sapphire crystal explosion damages you and saps your mental power.
ID: 23154^6
A tidal wave damages you and knocks you back.
ID: 23155^6
Clusters of roots damage you and slow your movement rate.
ID: 23156^6
A cloud of spores infests your lungs, causing heavy damage.
ID: 23157^6
Poisonous blood overwhelms you, causing heavy damage.
ID: 23158^6
Burns you in a wave of magma.
ID: 23159^6
Pelts you with gravel, both damaging and stunning you.
ID: 23160^6
An amethyst crystal explosion damages you and saps your endurance.
ID: 23161^6
A sapphire crystal explosion damages you and saps your mental power.
ID: 23162^6
A tidal wave damages you and knocks you back.
ID: 23163^6
Clusters of roots damage you and slow your movement rate.
ID: 23164^6
A cloud of spores infests your lungs, causing heavy damage.
ID: 23165^6
Poisonous blood overwhelms you, causing heavy damage.
ID: 23166^6
Burns you in a wave of magma.
ID: 23167^6
Pelts you with gravel, both damaging and stunning you.
ID: 23168^6
An amethyst crystal explosion damages you and saps your endurance.
ID: 23169^6
A sapphire crystal explosion damages you and saps your mental power.
ID: 23170^6
A tidal wave damages you and knocks you back.
ID: 23171^6
Clusters of roots damage you and slow your movement rate.
ID: 23172^6
Spores infest your lungs, causing heavy damage as they grow into sporelings.
ID: 23173^6
Poisonous blood overwhelms you, causing heavy damage.
ID: 23174^6
Living fungus bursts from your body.
ID: 23175^6
Crystals pierce your feet, causing damage and slowing your movement rate.
ID: 23176^6
Tremendous energy has rendered you unconscious.
ID: 23177^6
Cyndreela will devour your soul!
ID: 23201^6
Poison that damages you every 6 seconds.
ID: 23202^6
Poison spray that stuns you and causes damage every 6 seconds.
ID: 23203^6
Instant hit.
ID: 23204^6
Pollen of corruption that damages and enthralls you.
ID: 23205^6
Instant hit.
ID: 23206^6
Corrupt secretions that blind and damage you.
ID: 23207^6
Summons a spell shield around Helias and focuses his damage.
ID: 23208^6
Instant hit.
ID: 23209^6
Recovers Raze's HP when he attacks.
ID: 23210^6
Fire that damages you every 6 seconds and can spread to others.
ID: 23211^6
Increases Arenrhaed's HP, melee speed, and attack power.
ID: 23212^6
Gives Agraena increased melee speed and AE attack capabilities.
ID: 23213^6
Magic that greatly reduces the effectiveness of healing spells.
ID: 23214^6
Magic that causes silence and amnesia.
ID: 23215^6
Roots hold you in place.
ID: 23216^6
Powerful magic that damages you every 6 seconds.
ID: 23217^6
Magic that lowers your defenses.
ID: 23218^6
A coating of sap that can stick to your weapons.
ID: 23219^6
Reduces your melee speed and causes damage every 6 seconds.
ID: 23220^6
Instant hit.
ID: 23221^6
Cuts your HP in half.
ID: 23222^6
Mirrors your image and reflects incoming damage.
ID: 23223^6
Induces fear.
ID: 23224^6
Defensive stance that has a chance to cast poison if attacked.
ID: 23225^6
Instant hit.
ID: 23226^6
Causes damage and slows movement speed.
ID: 23227^6
Increases melee speed and attack power.
ID: 23228^6
Damages you and marks you with Minadra's scent.
ID: 23229^6
Damages you with poison every 6 seconds.
ID: 23230^6
Imbues Riggbit with elemental resistances.
ID: 23231^6
Grants Croakem shields against melee and spell damage.
ID: 23232^6
Reflects damage.
ID: 23233^6
Lowers your resistance to magic and electricity.
ID: 23234^6
Grants Rend resistances to magic and physical attacks.
ID: 23235^6
Instant hit.
ID: 23236^6
Instant hit.
ID: 23237^6
Superior protection against physical and magical damage.
ID: 23238^6
Instant hit.
ID: 23239^6
Instant hit.
ID: 23240^6
Instant hit.
ID: 23241^6
Pulls you toward the Vicious Gourd.
ID: 23242^6
Instant hit.
ID: 23243^6
Instant hit.
ID: 23244^6
Arboreal diseases damage you every 6 seconds.
ID: 23245^6
Vines root you and damage you every 6 seconds.
ID: 23246^6
Invulnerability for 30 seconds.
ID: 23247^6
Absorbs damage and incoming spells.
ID: 23248^6
Slows movement speed and causes damage every 6 seconds.
ID: 23249^6
Enlists your corpse as the Curator's servant.
ID: 23250^6
Increases spell resistance and damage.
ID: 23251^6
Adds flame proc.
ID: 23252^6
Instant Hit.
ID: 23253^6
Instant Hit.
ID: 23254^6
Fits you into Archivist's scheme of classification.
ID: 23255^6
Damages you every 6 seconds.
ID: 23256^6
Increases evasion, riposte, and dodge.
ID: 23257^6
The Chronicler scrutinizes you closely.
ID: 23258^6
The Chronicler takes notice of your actions.
ID: 23259^6
Afflicts you with silence, which prevents casting.
ID: 23260^6
Afflicts you with amnesia, which prevents ability use.
ID: 23261^6
Afflicts you with poison, which damages you every 6 seconds.
ID: 23262^6
Stuns you.
ID: 23263^6
Afflicts you with blindness.
ID: 23264^6
Damages you every 6 seconds. Does not wear off.
ID: 23265^6
Damages you and impedes movement.
ID: 23266^6
Instant Hit.
ID: 23267^6
Absorbs damage and incoming spells.
ID: 23268^6
Instant Hit.
ID: 23269^6
Instant Hit.
ID: 23270^6
Launches a roman candle at your target.
ID: 23271^6
Allows you to see the world differently.
ID: 23272^6
Changes the look of your pet into a Cliknar.
ID: 23273^6
Pull a bouquet from the bunch
ID: 23274^6
Shake the ball for an answer
ID: 23297^6
Pluck a worm from the can
ID: 23298^6
Spikes seem to grow from your fists
ID: 23299^6
A crown of roses settles about your head
ID: 23300^6
Summons a fire sprite that offeres a small resistance to fire.
ID: 23301^6
Summons a spirit that has a fascination with ice cream. It will even share some for milk to make more.
ID: 23388^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 23389^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 23408^6
Grants you the perception to help you dodge incoming attacks #6 percent of the time.
ID: 23416^6
The burden of the torch weakens you.
ID: 23417^6
A force pushes you from the tunnel.
ID: 23418^6
A powerful force ejects you from the tunnel.
ID: 23419^6
Burns your skin, doing damage every tick.
ID: 23420^6
Decreases maximum HP.
ID: 23421^6
Instant Hit.
ID: 23422^6
Earthen skin that provides a shield against spell and physical damage.
ID: 23423^6
Pushes you away from Lanken Rjarn and does fire damage every tick.
ID: 23424^6
Burns your skin, doing damage every tick.
ID: 23425^6
Reduces movement speed and does damage every tick.
ID: 23426^6
Instant Hit.
ID: 23427^6
Instant Hit.
ID: 23428^6
Stuns and does damage every tick.
ID: 23429^6
Instant Hit.
ID: 23430^6
Increases dodge percentage, melee speed, and attack power.
ID: 23431^6
Damages with fire every tick.
ID: 23432^6
Does disease damage every tick and spreads to other adventurers in close proximity.
ID: 23433^6
Slows your movement speed.
ID: 23434^6
Does damage every tick. Increases in power the closer you are to the caster.
ID: 23435^6
Silences you, preventing you from casting spells.
ID: 23436^6
Stuns and does damage every tick.
ID: 23437^6
Instant Hit.
ID: 23438^6
Instant Hit.
ID: 23439^6
Roots and does damage every tick.
ID: 23440^6
Lowers defenses against spells and does disease damage every tick.
ID: 23441^6
Does damage every tick.
ID: 23442^6
Instant Hit.
ID: 23443^6
Forms a barrier against melee and spell damage.
ID: 23444^6
Causes blindness, reduces maximum mana, and does damage every tick.
ID: 23445^6
Reduces melee speed and does damage every tick.
ID: 23446^6
Increases flurry percentage and attack speed.
ID: 23447^6
Roots you for an extended time period.
ID: 23448^6
Damages you every tick until it is dispelled.
ID: 23449^6
Instant Hit.
ID: 23450^6
Damages you every tick until it is dispelled.
ID: 23451^6
Drastically reduces your mana.
ID: 23452^6
Instant Hit.
ID: 23453^6
Causes blindness and fear.
ID: 23454^6
Instant Hit.
ID: 23455^6
Causes fear and does damage every tick.
ID: 23456^6
Instant Hit.
ID: 23457^6
Pushes you toward your doom.
ID: 23458^6
Causes blindness and damages you every tick.
ID: 23459^6
A shield against melee and spell damage.
ID: 23460^6
Instant Hit.
ID: 23461^6
Damages you if you keep the torch in your inventory without equipping it.
ID: 23464^6
Covers the caster in a protective barrier, and reflects a large portion of incoming spell damage.
ID: 23465^6
Increases spell casting time, while reducing melee and movement speed, attack power, and causes losses to health, mana, and endurance over time.
ID: 23467^6
Summons a verdant topiary lion mount.
ID: 23468^6
Summons a very fast verdant topiary lion mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 23469^6
Summons a desiccated topiary lion mount.
ID: 23470^6
Summons a very fast desiccated topiary lion mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 23471^6
Summons a charred rotdog mount.
ID: 23472^6
Summons a very fast charred rotdog mount. Additionally offers a mount blessing which increases your maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 120.
ID: 23473^6
Summons a fleshless rotdog mount.
ID: 23474^6
Summons a very fast fleshless rotdog mount. Additionally offers a mount blessing which increases your maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 120.
ID: 23475^6
Summons an albino rotdog mount.
ID: 23476^6
Summons a very fast albino rotdog mount. Additionally offers a mount blessing which increases your maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 120.
ID: 23485^6
Grow a cooked turkey from a turkey leg
ID: 23486^6
Changes the looks of your pet
ID: 23487^6
Wear a crown of feathers and feel sated. Your need for food will be slightly decreased.
ID: 23488^6
Summons a spirit of healing that will lightly heal you.
ID: 23489^6
Summons a tasty looking bird. Is that a turkey?
ID: 23490^6
You feel drawn to King`Thex Ka, while losing health over time.
ID: 23497^6
Summons a Zatozia's Tortured Doll to follow you.
ID: 23498^6
Summons a pair of Tortured Spirits to follow you.
ID: 23528^1
Warlord's Fury
ID: 23528^2
Warlord's
ID: 23528^3
Fury
ID: 23528^4
This ability greatly increases the hate generated by your special attacks for up to 2 minutes.
ID: 23528^6
Increases hate generated by your special attacks by #1 percent for up to %z.
ID: 23531^6
Fills your body with energy healing your wounds by #8 for up to %z.
ID: 23548^6
Increases critical damage by #9 percent while greatly reducing healing for up to %z.
ID: 23585^6
Increases health, dodge, and armor for up to %z.
ID: 23586^6
Causes all healing spells to land for critical healing for up to %z.
ID: 23592^6
Increases critical damage by 30 percent, while increasing mana costs by 50 percent for up to %z.
ID: 23593^6
Increases critical damage by 30 percent, while increasing mana costs by 40 percent for up to %z.
ID: 23594^6
Increases critical damage by 30 percent, while increasing mana costs by 30 percent for up to %z.
ID: 23598^6
Increases melee speed for up to %z.
ID: 23599^6
This ability turns you into the Bear Patriarch, boosting all of your offensive capabilities.
ID: 23607^6
Decreases cast times for healing spells by #1 percent for up to %z
ID: 23610^4
Improves your focus in battle granting #1 AC and reducing incoming damage by #2 percent for up to %z.
ID: 23610^6
Increases attack power by #1 and increases endurance by #2 for up to %z.
ID: 23632^6
While activated, this ability consumes your mana to imbue your arrows with poison that causes debilitating pain for a short period. You can deactivate this ability at any time.
ID: 23677^6
Reduces detrimental spell casting time by #1 percent for up to %z.
ID: 23681^6
Creates a protective shell around you for up to %z. Significant damage could cause this shell to fade earlier.
ID: 23682^6
Causes #1 damage per tick for up to %z. May be cured like any other disease.
ID: 23693^6
Increases accuracy, melee speed, skill damage, and pet flurry, and reduces hate generated, and a cost of #1 damage per tick for up to %z.
ID: 23700^6
Strikes your target with magic, doing up to #1 damage.
ID: 23701^6
Strikes your target with magic, doing up to #1 damage.
ID: 23702^6
Strikes your target with magic, doing up to #1 damage.
ID: 23703^6
Strikes your target with magic, doing up to #1 damage.
ID: 23704^6
Strikes your target with magic, doing up to #1 damage.
ID: 23705^6
Strikes your target with magic, doing up to #1 damage.
ID: 23706^6
Strikes your target with magic, doing up to #1 damage.
ID: 23707^6
Strikes your target with magic, doing up to #1 damage.
ID: 23708^6
Strikes your target with magic, doing up to #1 damage.
ID: 23709^6
Strikes your target with magic, doing up to #1 damage.
ID: 23710^6
Strikes your target with magic, doing up to #1 damage.
ID: 23711^6
Strikes your target with magic, doing up to #1 damage.
ID: 23712^6
Strikes your target with magic, doing up to #1 damage.
ID: 23713^6
Strikes your target with magic, doing up to #1 damage.
ID: 23714^6
Strikes your target with magic, doing up to #1 damage.
ID: 23715^6
Strikes your target with magic, doing up to #1 damage.
ID: 23716^6
Strikes your target with magic, doing up to #1 damage.
ID: 23717^6
Strikes your target with magic, doing up to #1 damage.
ID: 23718^6
Strikes your target with magic, doing up to #1 damage.
ID: 23719^6
Strikes your target with magic, doing up to #1 damage.
ID: 23720^6
Strikes your target with fire, doing up to #1 damage.
ID: 23721^6
Strikes your target with fire, doing up to #1 damage.
ID: 23722^6
Strikes your target with fire, doing up to #1 damage.
ID: 23723^6
Strikes your target with fire, doing up to #1 damage.
ID: 23724^6
Strikes your target with fire, doing up to #1 damage.
ID: 23725^6
Strikes your target with fire, doing up to #1 damage.
ID: 23726^6
Strikes your target with fire, doing up to #1 damage.
ID: 23727^6
Strikes your target with fire, doing up to #1 damage.
ID: 23728^6
Strikes your target with fire, doing up to #1 damage.
ID: 23729^6
Strikes your target with fire, doing up to #1 damage.
ID: 23730^6
Strikes your target with flames, doing up to #1 damage.
ID: 23731^6
Strikes your target with flames, doing up to #1 damage.
ID: 23732^6
Strikes your target with flames, doing up to #1 damage.
ID: 23733^6
Strikes your target with flames, doing up to #1 damage.
ID: 23734^6
Strikes your target with flames, doing up to #1 damage.
ID: 23735^6
Strikes your target with flames, doing up to #1 damage.
ID: 23736^6
Strikes your target with flames, doing up to #1 damage.
ID: 23737^6
Strikes your target with flames, doing up to #1 damage.
ID: 23738^6
Strikes your target with flames, doing up to #1 damage.
ID: 23739^6
Strikes your target with flames, doing up to #1 damage.
ID: 23740^6
Strikes your target with cold, doing up to #1 damage.
ID: 23741^6
Strikes your target with cold, doing up to #1 damage.
ID: 23742^6
Strikes your target with cold, doing up to #1 damage.
ID: 23743^6
Strikes your target with cold, doing up to #1 damage.
ID: 23744^6
Strikes your target with cold, doing up to #1 damage.
ID: 23745^6
Strikes your target with cold, doing up to #1 damage.
ID: 23746^6
Strikes your target with cold, doing up to #1 damage.
ID: 23747^6
Strikes your target with cold, doing up to #1 damage.
ID: 23748^6
Strikes your target with cold, doing up to #1 damage.
ID: 23749^6
Strikes your target with cold, doing up to #1 damage.
ID: 23750^6
Strikes your target with ice, doing up to #1 damage.
ID: 23751^6
Strikes your target with ice, doing up to #1 damage.
ID: 23752^6
Strikes your target with ice, doing up to #1 damage.
ID: 23753^6
Strikes your target with ice, doing up to #1 damage.
ID: 23754^6
Strikes your target with ice, doing up to #1 damage.
ID: 23755^6
Strikes your target with ice, doing up to #1 damage.
ID: 23756^6
Strikes your target with ice, doing up to #1 damage.
ID: 23757^6
Strikes your target with ice, doing up to #1 damage.
ID: 23758^6
Strikes your target with ice, doing up to #1 damage.
ID: 23759^6
Strikes your target with ice, doing up to #1 damage.
ID: 23760^6
Strikes your target with poison, doing up to #1 damage.
ID: 23761^6
Strikes your target with poison, doing up to #1 damage.
ID: 23762^6
Strikes your target with poison, doing up to #1 damage.
ID: 23763^6
Strikes your target with poison, doing up to #1 damage.
ID: 23764^6
Strikes your target with poison, doing up to #1 damage.
ID: 23765^6
Strikes your target with poison, doing up to #1 damage.
ID: 23766^6
Strikes your target with poison, doing up to #1 damage.
ID: 23767^6
Strikes your target with poison, doing up to #1 damage.
ID: 23768^6
Strikes your target with poison, doing up to #1 damage.
ID: 23769^6
Strikes your target with poison, doing up to #1 damage.
ID: 23770^6
Strikes your target with venom, doing up to #1 damage.
ID: 23771^6
Strikes your target with venom, doing up to #1 damage.
ID: 23772^6
Strikes your target with venom, doing up to #1 damage.
ID: 23773^6
Strikes your target with venom, doing up to #1 damage.
ID: 23774^6
Strikes your target with venom, doing up to #1 damage.
ID: 23775^6
Strikes your target with venom, doing up to #1 damage.
ID: 23776^6
Strikes your target with venom, doing up to #1 damage.
ID: 23777^6
Strikes your target with venom, doing up to #1 damage.
ID: 23778^6
Strikes your target with venom, doing up to #1 damage.
ID: 23779^6
Strikes your target with venom, doing up to #1 damage.
ID: 23780^6
Strikes your target with sickness, doing up to #1 damage.
ID: 23781^6
Strikes your target with sickness, doing up to #1 damage.
ID: 23782^6
Strikes your target with sickness, doing up to #1 damage.
ID: 23783^6
Strikes your target with sickness, doing up to #1 damage.
ID: 23784^6
Strikes your target with sickness, doing up to #1 damage.
ID: 23785^6
Strikes your target with sickness, doing up to #1 damage.
ID: 23786^6
Strikes your target with sickness, doing up to #1 damage.
ID: 23787^6
Strikes your target with sickness, doing up to #1 damage.
ID: 23788^6
Strikes your target with sickness, doing up to #1 damage.
ID: 23789^6
Strikes your target with sickness, doing up to #1 damage.
ID: 23790^6
Strikes your target with disease, doing up to #1 damage.
ID: 23791^6
Strikes your target with disease, doing up to #1 damage.
ID: 23792^6
Strikes your target with disease, doing up to #1 damage.
ID: 23793^6
Strikes your target with disease, doing up to #1 damage.
ID: 23794^6
Strikes your target with disease, doing up to #1 damage.
ID: 23795^6
Strikes your target with disease, doing up to #1 damage.
ID: 23796^6
Strikes your target with disease, doing up to #1 damage.
ID: 23797^6
Strikes your target with disease, doing up to #1 damage.
ID: 23798^6
Strikes your target with disease, doing up to #1 damage.
ID: 23799^6
Strikes your target with disease, doing up to #1 damage.
ID: 23800^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23801^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23802^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23803^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23804^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23805^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23806^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23807^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23808^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23809^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23810^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23811^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23812^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23813^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23814^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23815^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23816^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23817^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23818^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23819^6
Strikes your target with corruption, doing up to #1 damage.
ID: 23820^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23821^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23822^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23823^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23824^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23825^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23826^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23827^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23828^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23829^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23830^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23831^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23832^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23833^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23834^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23835^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23836^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23837^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23838^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23839^6
Strikes your target, doing up to #1 damage and angering them.
ID: 23840^6
Drains your target for up to #1 damage.
ID: 23841^6
Drains your target for up to #1 damage.
ID: 23842^6
Drains your target for up to #1 damage.
ID: 23843^6
Drains your target for up to #1 damage.
ID: 23844^6
Drains your target for up to #1 damage.
ID: 23845^6
Drains your target for up to #1 damage.
ID: 23846^6
Drains your target for up to #1 damage.
ID: 23847^6
Drains your target for up to #1 damage.
ID: 23848^6
Drains your target for up to #1 damage.
ID: 23849^6
Drains your target for up to #1 damage.
ID: 23850^6
Drains your target for up to #1 damage.
ID: 23851^6
Drains your target for up to #1 damage.
ID: 23852^6
Drains your target for up to #1 damage.
ID: 23853^6
Drains your target for up to #1 damage.
ID: 23854^6
Drains your target for up to #1 damage.
ID: 23855^6
Drains your target for up to #1 damage.
ID: 23856^6
Drains your target for up to #1 damage.
ID: 23857^6
Drains your target for up to #1 damage.
ID: 23858^6
Drains your target for up to #1 damage.
ID: 23859^6
Drains your target for up to #1 damage.
ID: 23860^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23861^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23862^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23863^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23864^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23865^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23866^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23867^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23868^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23869^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23870^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23871^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23872^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23873^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23874^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23875^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23876^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23877^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23878^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23879^6
Strikes your target, doing up to #1 damage and potentially stunning them.
ID: 23880^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23881^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23882^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23883^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23884^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23885^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23886^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23887^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23888^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23889^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23890^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23891^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23892^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23893^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23894^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23895^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23896^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23897^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23898^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23899^6
Has the potential to heal you for up to @1 damage when you strike your enemies.
ID: 23900^6
A pious rune protects you from up to @1 damage.
ID: 23901^6
A pious rune protects you from up to @1 damage.
ID: 23902^6
A pious rune protects you from up to @1 damage.
ID: 23903^6
A pious rune protects you from up to @1 damage.
ID: 23904^6
A pious rune protects you from up to @1 damage.
ID: 23905^6
A pious rune protects you from up to @1 damage.
ID: 23906^6
A pious rune protects you from up to @1 damage.
ID: 23907^6
A pious rune protects you from up to @1 damage.
ID: 23908^6
A pious rune protects you from up to @1 damage.
ID: 23909^6
A pious rune protects you from up to @1 damage.
ID: 23910^6
A blessed rune protects you from up to @1 damage.
ID: 23911^6
A blessed rune protects you from up to @1 damage.
ID: 23912^6
A blessed rune protects you from up to @1 damage.
ID: 23913^6
A blessed rune protects you from up to @1 damage.
ID: 23914^6
A blessed rune protects you from up to @1 damage.
ID: 23915^6
A blessed rune protects you from up to @1 damage.
ID: 23916^6
A blessed rune protects you from up to @1 damage.
ID: 23917^6
A blessed rune protects you from up to @1 damage.
ID: 23918^6
A blessed rune protects you from up to @1 damage.
ID: 23919^6
A blessed rune protects you from up to @1 damage.
ID: 23920^6
Reduces your target's hatred towards you by up to @1.
ID: 23921^6
Reduces your target's hatred towards you by up to @1.
ID: 23922^6
Reduces your target's hatred towards you by up to @1.
ID: 23923^6
Reduces your target's hatred towards you by up to @1.
ID: 23924^6
Reduces your target's hatred towards you by up to @1.
ID: 23925^6
Reduces your target's hatred towards you by up to @1.
ID: 23926^6
Reduces your target's hatred towards you by up to @1.
ID: 23927^6
Reduces your target's hatred towards you by up to @1.
ID: 23928^6
Reduces your target's hatred towards you by up to @1.
ID: 23929^6
Reduces your target's hatred towards you by up to @1.
ID: 23930^6
Reduces your target's hatred towards you by up to @1.
ID: 23931^6
Reduces your target's hatred towards you by up to @1.
ID: 23932^6
Reduces your target's hatred towards you by up to @1.
ID: 23933^6
Reduces your target's hatred towards you by up to @1.
ID: 23934^6
Reduces your target's hatred towards you by up to @1.
ID: 23935^6
Reduces your target's hatred towards you by up to @1.
ID: 23936^6
Reduces your target's hatred towards you by up to @1.
ID: 23937^6
Reduces your target's hatred towards you by up to @1.
ID: 23938^6
Reduces your target's hatred towards you by up to @1.
ID: 23939^6
Reduces your target's hatred towards you by up to @1.
ID: 23940^6
A powerful word stuns your target.
ID: 23941^6
A powerful word stuns your target.
ID: 23942^6
A powerful word stuns your target.
ID: 23943^6
A powerful word stuns your target.
ID: 23944^6
A powerful word stuns your target.
ID: 23945^6
A powerful word stuns your target.
ID: 23946^6
A powerful word stuns your target.
ID: 23947^6
A powerful word stuns your target.
ID: 23948^6
A powerful word stuns your target.
ID: 23949^6
A powerful word stuns your target.
ID: 23950^6
A powerful command stuns your target.
ID: 23951^6
A powerful command stuns your target.
ID: 23952^6
A powerful command stuns your target.
ID: 23953^6
A powerful command stuns your target.
ID: 23954^6
A powerful command stuns your target.
ID: 23955^6
A powerful command stuns your target.
ID: 23956^6
A powerful command stuns your target.
ID: 23957^6
A powerful command stuns your target.
ID: 23958^6
A powerful command stuns your target.
ID: 23959^6
A powerful command stuns your target.
ID: 23998^6
Uses the ability.
ID: 24006^6
ID: 24007^6
Your movement rate has been reduced.
ID: 24049^6
Cloaks you in a shimmering illusion that makes you appear to be a crystal hydra. Grants you a small spell shield that may shatter if hit too often.
ID: 24050^6
Cloaks you in a shimmering illusion that makes you appear to be a vitrik. Grants you levitation and some disease resistance.
ID: 24051^6
Cloaks you in a shimmering illusion that makes you appear to be a crystal sessiloid. Grants you a movement speed increase and magic resistance.
ID: 24052^6
Covers your hand in fire and ice. Grants a small amount of fire and cold resist.
ID: 24053^6
Crowns you with lightning. Grants a small amount of magic resist.
ID: 24054^6
Your very path decays. Grants you some disease resistance.
ID: 24055^6
You are protected by a shield of crystal that offers a small amount of spell protection. This effect can be shattered.
ID: 24056^6
Summons a sporali to follow you and give minor help resisting disease.
ID: 24057^6
Summons a being of fire that offers some fire protection.
ID: 24058^6
Summons a fast brown bear mount.
ID: 24059^6
Summons a fast armored bear mount.
ID: 24061^6
You are bathed in the light of a full moon, slightly increasing mana regeneration.
ID: 24062^6
You are surrounded by a swarm of ribbons and needles, slightly increasing damage from piercing weapons.
ID: 24063^6
Launches an Unstable Clockwork at your enemy which will explode when it gets close enough. WARNING: Unstable clockworks can present a danger to their owners. Light fuse and get away quickly. The Amalgamated Conglomerate of Mechanical Experts is not responsible for injuries resulting from negligent use of this product.
ID: 24065^6
Summons a Clockwork Fireworks Engineer who will make fireworks in exchange for crystallized sulfur.
ID: 24066^6
Summons a Gamework Companion who will begin or end the game when given its controller. Will also play with other nearby gameworks when not playing with its owner.
ID: 24067^6
Summons a poison sprite that offers a slight resistance to poison.
ID: 24068^6
Summons a goblin named Marvin. He's on a mission to destroy Luclin.
ID: 24073^6
Summons a gnoll pup familiar.
ID: 24074^6
Summons a stoneworker familiar.
ID: 24075^6
This item enables you to teleport to the Throne of Heroes in the Guild Lobby.
ID: 24076^6
Summons a fast topiary lion mount.
ID: 24078^6
Reflects incoming damage.
ID: 24080^6
Fear enters your heart, and your movement rate slows.
ID: 24084^6
Reduces your accuracy.
ID: 24085^6
Slows your attack speed and damages your HP every 6 seconds.
ID: 24087^6
Provides a melee lifetap and shielding.
ID: 24088^6
A corrupt glare strikes fear into your heart and slows your movement speed.
ID: 24089^6
Bite that damages your HP every 6 seconds.
ID: 24111^6
Your vunerabilities are exposed, increasing melee and spell damage taken.
ID: 24116^6
The force of Cazic's will turns nearly all damage back on the attacker.
ID: 24117^6
You are becoming petrified.
ID: 24118^6
You are petrified.
ID: 24122^6
You writh in anguish, causing moderate damage with additional damage over time.
ID: 24126^6
Your endurance and mana reserves are being moderately drained.
ID: 24127^6
Your endurance and mana reserves are being heavily drained.
ID: 24128^6
Your endurance and mana reserves are being severely drained.
ID: 24129^6
Scarabs are devouring you for moderate damage. The infestation can spread to other adventurers.
ID: 24130^6
You are briefly stunned as your health and mana are consumed by this curse.
ID: 24132^6
The venom is draining your health and endurance.
ID: 24133^6
The venom is draining your mana and endurance.
ID: 24135^6
The freezing cold causes your attacks and movement to slow, as well as causing moderate damage.
ID: 24137^6
You flee in terror from the nightmare light.
ID: 24139^6
You are unable to act.
ID: 24140^6
This frosty disease causes moderate damage and can be spread to others.
ID: 24141^6
Your health, mana, and endurance are drained by this curse.
ID: 24142^6
A wicked poison is paralyzing your spine and causing moderate damage.
ID: 24143^6
The poison has paralyzed you.
ID: 24145^6
You are crazed and cannot tell friend from foe.
ID: 24148^6
Cazic's blood sears your veins causing moderate damage.
ID: 24150^6
Your every move is excruciating, causing you to take damage from any attacks you attempt.
ID: 24166^6
Summons a slow Planar Ardennes mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24167^6
Summons a moderate speed Planar Ardennes mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24168^6
Summons a moderately fast Planar Ardennes mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24169^6
Summons a fast Planar Ardennes mount.
ID: 24170^6
Summons a very fast Planar Ardennes mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24171^6
Summons a slow Royal Ardennes mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24172^6
Summons a moderate speed Royal Ardennes mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24173^6
Summons a moderately fast Royal Ardennes mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24174^6
Summons a fast Royal Ardennes mount.
ID: 24175^6
Summons a very fast Royal Ardennes mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24176^6
Summons a slow Royal Shire mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24177^6
Summons a moderate speed Royal Shire mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24178^6
Summons a moderately fast Royal Shire mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24179^6
Summons a fast Royal Shire mount.
ID: 24180^6
Summons a very fast Royal Shire mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24181^6
Summons a slow Battle Shire mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24182^6
Summons a moderate speed Battle Shire mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24183^6
Summons a moderately fast Battle Shire mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24184^6
Summons a fast Battle Shire mount.
ID: 24185^6
Summons a very fast Battle Shire mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 24186^6
Throw your pillow at another adventurer.
ID: 24187^6
A tempest of water and lightning forms around you, granting a small damage shield.
ID: 24188^6
You are surrounded by sheets of water from the ocean, granting the ability to breathe water.
ID: 24189^6
Summons a sea serpent who will shoot water at nearby adventurers.
ID: 24190^6
Summons a lightning sprite that offers a slight resistance to magic.
ID: 24191^6
Sprays a jet of water at your target. You're sure they will love it.
ID: 24192^6
Banishes Dreams of Drowning.
ID: 24193^6
Banishes Dreams of Stifling Sands.
ID: 24194^6
Banishes Dreams of Darkness.
ID: 24195^6
Your ability to cast or use combat arts has been limited.
ID: 24196^6
Your attacks are slower and less effective.
ID: 24197^6
You feel sluggish due to a loss of mana and health.
ID: 24198^6
Increases your chance to salvage tradeskill components by #1 percent. The effects will last for %z.
ID: 24200^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24201^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24202^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24203^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24204^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24205^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24206^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24207^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24208^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24209^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24210^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24211^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24212^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24213^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24214^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24215^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24216^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24217^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24218^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24219^6
Strikes your target with magic, doing up to #1 damage over 2 ticks.
ID: 24220^6
Strikes your target with fire, doing up to #1 damage over 2 ticks.
ID: 24221^6
Strikes your target with fire, doing up to #1 damage over 2 ticks.
ID: 24222^6
Strikes your target with fire, doing up to #1 damage over 2 ticks.
ID: 24223^6
Strikes your target with fire, doing up to #1 damage over 2 ticks.
ID: 24224^6
Strikes your target with fire, doing up to #1 damage over 2 ticks.
ID: 24225^6
Strikes your target with fire, doing up to #1 damage over 2 ticks.
ID: 24226^6
Strikes your target with fire, doing up to #1 damage over 2 ticks.
ID: 24227^6
Strikes your target with fire, doing up to #1 damage over 2 ticks.
ID: 24228^6
Strikes your target with fire, doing up to #1 damage over 2 ticks.
ID: 24229^6
Strikes your target with fire, doing up to #1 damage over 2 ticks.
ID: 24230^6
Strikes your target with flames, doing up to #1 damage over 2 ticks.
ID: 24231^6
Strikes your target with flames, doing up to #1 damage over 2 ticks.
ID: 24232^6
Strikes your target with flames, doing up to #1 damage over 2 ticks.
ID: 24233^6
Strikes your target with flames, doing up to #1 damage over 2 ticks.
ID: 24234^6
Strikes your target with flames, doing up to #1 damage over 2 ticks.
ID: 24235^6
Strikes your target with flames, doing up to #1 damage over 2 ticks.
ID: 24236^6
Strikes your target with flames, doing up to #1 damage over 2 ticks.
ID: 24237^6
Strikes your target with flames, doing up to #1 damage over 2 ticks.
ID: 24238^6
Strikes your target with flames, doing up to #1 damage over 2 ticks.
ID: 24239^6
Strikes your target with flames, doing up to #1 damage over 2 ticks.
ID: 24240^6
Strikes your target with cold, doing up to #1 damage over 2 ticks.
ID: 24241^6
Strikes your target with cold, doing up to #1 damage over 2 ticks.
ID: 24242^6
Strikes your target with cold, doing up to #1 damage over 2 ticks.
ID: 24243^6
Strikes your target with cold, doing up to #1 damage over 2 ticks.
ID: 24244^6
Strikes your target with cold, doing up to #1 damage over 2 ticks.
ID: 24245^6
Strikes your target with cold, doing up to #1 damage over 2 ticks.
ID: 24246^6
Strikes your target with cold, doing up to #1 damage over 2 ticks.
ID: 24247^6
Strikes your target with cold, doing up to #1 damage over 2 ticks.
ID: 24248^6
Strikes your target with cold, doing up to #1 damage over 2 ticks.
ID: 24249^6
Strikes your target with cold, doing up to #1 damage over 2 ticks.
ID: 24250^6
Strikes your target with ice, doing up to #1 damage over 2 ticks.
ID: 24251^6
Strikes your target with ice, doing up to #1 damage over 2 ticks.
ID: 24252^6
Strikes your target with ice, doing up to #1 damage over 2 ticks.
ID: 24253^6
Strikes your target with ice, doing up to #1 damage over 2 ticks.
ID: 24254^6
Strikes your target with ice, doing up to #1 damage over 2 ticks.
ID: 24255^6
Strikes your target with ice, doing up to #1 damage over 2 ticks.
ID: 24256^6
Strikes your target with ice, doing up to #1 damage over 2 ticks.
ID: 24257^6
Strikes your target with ice, doing up to #1 damage over 2 ticks.
ID: 24258^6
Strikes your target with ice, doing up to #1 damage over 2 ticks.
ID: 24259^6
Strikes your target with ice, doing up to #1 damage over 2 ticks.
ID: 24260^6
Strikes your target with poison, doing up to #1 damage over 2 ticks.
ID: 24261^6
Strikes your target with poison, doing up to #1 damage over 2 ticks.
ID: 24262^6
Strikes your target with poison, doing up to #1 damage over 2 ticks.
ID: 24263^6
Strikes your target with poison, doing up to #1 damage over 2 ticks.
ID: 24264^6
Strikes your target with poison, doing up to #1 damage over 2 ticks.
ID: 24265^6
Strikes your target with poison, doing up to #1 damage over 2 ticks.
ID: 24266^6
Strikes your target with poison, doing up to #1 damage over 2 ticks.
ID: 24267^6
Strikes your target with poison, doing up to #1 damage over 2 ticks.
ID: 24268^6
Strikes your target with poison, doing up to #1 damage over 2 ticks.
ID: 24269^6
Strikes your target with poison, doing up to #1 damage over 2 ticks.
ID: 24270^6
Strikes your target with venom, doing up to #1 damage over 2 ticks.
ID: 24271^6
Strikes your target with venom, doing up to #1 damage over 2 ticks.
ID: 24272^6
Strikes your target with venom, doing up to #1 damage over 2 ticks.
ID: 24273^6
Strikes your target with venom, doing up to #1 damage over 2 ticks.
ID: 24274^6
Strikes your target with venom, doing up to #1 damage over 2 ticks.
ID: 24275^6
Strikes your target with venom, doing up to #1 damage over 2 ticks.
ID: 24276^6
Strikes your target with venom, doing up to #1 damage over 2 ticks.
ID: 24277^6
Strikes your target with venom, doing up to #1 damage over 2 ticks.
ID: 24278^6
Strikes your target with venom, doing up to #1 damage over 2 ticks.
ID: 24279^6
Strikes your target with venom, doing up to #1 damage over 2 ticks.
ID: 24280^6
Strikes your target with sickness, doing up to #1 damage over 2 ticks.
ID: 24281^6
Strikes your target with sickness, doing up to #1 damage over 2 ticks.
ID: 24282^6
Strikes your target with sickness, doing up to #1 damage over 2 ticks.
ID: 24283^6
Strikes your target with sickness, doing up to #1 damage over 2 ticks.
ID: 24284^6
Strikes your target with sickness, doing up to #1 damage over 2 ticks.
ID: 24285^6
Strikes your target with sickness, doing up to #1 damage over 2 ticks.
ID: 24286^6
Strikes your target with sickness, doing up to #1 damage over 2 ticks.
ID: 24287^6
Strikes your target with sickness, doing up to #1 damage over 2 ticks.
ID: 24288^6
Strikes your target with sickness, doing up to #1 damage over 2 ticks.
ID: 24289^6
Strikes your target with sickness, doing up to #1 damage over 2 ticks.
ID: 24290^6
Strikes your target with disease, doing up to #1 damage over 2 ticks.
ID: 24291^6
Strikes your target with disease, doing up to #1 damage over 2 ticks.
ID: 24292^6
Strikes your target with disease, doing up to #1 damage over 2 ticks.
ID: 24293^6
Strikes your target with disease, doing up to #1 damage over 2 ticks.
ID: 24294^6
Strikes your target with disease, doing up to #1 damage over 2 ticks.
ID: 24295^6
Strikes your target with disease, doing up to #1 damage over 2 ticks.
ID: 24296^6
Strikes your target with disease, doing up to #1 damage over 2 ticks.
ID: 24297^6
Strikes your target with disease, doing up to #1 damage over 2 ticks.
ID: 24298^6
Strikes your target with disease, doing up to #1 damage over 2 ticks.
ID: 24299^6
Strikes your target with disease, doing up to #1 damage over 2 ticks.
ID: 24300^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24301^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24302^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24303^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24304^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24305^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24306^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24307^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24308^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24309^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24310^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24311^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24312^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24313^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24314^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24315^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24316^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24317^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24318^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24319^6
Strikes your target with corruption, doing up to #1 damage over 2 ticks.
ID: 24320^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24321^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24322^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24323^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24324^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24325^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24326^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24327^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24328^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24329^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24330^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24331^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24332^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24333^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24334^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24335^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24336^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24337^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24338^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24339^6
Has the potential to heal your target's target for up to @1 damage when you strike your enemies.
ID: 24340^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24341^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24342^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24343^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24344^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24345^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24346^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24347^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24348^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24349^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24350^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24351^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24352^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24353^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24354^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24355^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24356^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24357^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24358^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24359^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24360^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24361^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24362^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24363^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24364^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24365^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24366^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24367^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24368^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24369^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24370^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24371^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24372^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24373^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24374^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24375^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24376^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24377^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24378^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24379^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24380^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24381^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24382^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24383^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24384^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24385^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24386^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24387^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24388^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24389^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24390^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24391^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24392^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24393^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24394^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24395^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24396^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24397^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24398^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24399^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24400^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24401^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24402^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24403^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24404^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24405^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24406^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24407^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24408^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24409^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24410^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24411^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24412^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24413^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24414^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24415^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24416^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24417^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24418^6
Has a chance to strike your opponent with a sapping attack each time you cast a damaging spell.
ID: 24419^6
Has a chance to strike your opponent with a sapping attack each time you cast a damaging spell.
ID: 24420^6
Has a chance to strike your opponent with a sapping attack each time you cast a damaging spell.
ID: 24421^6
Has a chance to strike your opponent with a sapping attack each time you cast a damaging spell.
ID: 24422^6
Has a chance to strike your opponent with a sapping attack each time you cast a damaging spell.
ID: 24423^6
Has a chance to strike your opponent with a sapping attack each time you cast a damaging spell.
ID: 24424^6
Has a chance to strike your opponent with a sapping attack each time you cast a damaging spell.
ID: 24425^6
Has a chance to strike your opponent with a sapping attack each time you cast a damaging spell.
ID: 24426^6
Has a chance to strike your opponent with a sapping attack each time you cast a damaging spell.
ID: 24427^6
Has a chance to strike your opponent with a sapping attack each time you cast a damaging spell.
ID: 24428^6
Has a chance to strike your opponent with a sapping attack each time you cast a damaging spell.
ID: 24429^6
Has a chance to strike your opponent with a sapping attack each time you cast a damaging spell.
ID: 24430^6
Has a chance to strike your opponent with a sapping attack each time you cast a damaging spell.
ID: 24431^6
Has a chance to heal you each time you cast a damaging spell.
ID: 24432^6
Has a chance to heal you each time you cast a damaging spell.
ID: 24433^6
Has a chance to heal you each time you cast a damaging spell.
ID: 24434^6
Has a chance to heal you each time you cast a damaging spell.
ID: 24435^6
Has a chance to heal you each time you cast a damaging spell.
ID: 24436^6
Has a chance to heal you each time you cast a damaging spell.
ID: 24437^6
Has a chance to heal you each time you cast a damaging spell.
ID: 24438^6
Has a chance to heal you each time you cast a damaging spell.
ID: 24439^6
Has a chance to heal you each time you cast a damaging spell.
ID: 24440^6
Has a chance to heal you each time you cast a damaging spell.
ID: 24441^6
Has a chance to heal you each time you cast a damaging spell.
ID: 24442^6
Has a chance to heal you each time you cast a damaging spell.
ID: 24443^6
Has a chance to heal you each time you cast a damaging spell.
ID: 24444^6
Has a chance to deduce your target's hatred towards you each time you cast a damaging spell.
ID: 24445^6
Has a chance to deduce your target's hatred towards you each time you cast a damaging spell.
ID: 24446^6
Has a chance to deduce your target's hatred towards you each time you cast a damaging spell.
ID: 24447^6
Has a chance to reduce your target's hatred towards you each time you cast a damaging spell.
ID: 24448^6
Has a chance to reduce your target's hatred towards you each time you cast a damaging spell.
ID: 24449^6
Has a chance to reduce your target's hatred towards you each time you cast a damaging spell.
ID: 24450^6
Has a chance to reduce your target's hatred towards you each time you cast a damaging spell.
ID: 24451^6
Has a chance to reduce your target's hatred towards you each time you cast a damaging spell.
ID: 24452^6
Has a chance to reduce your target's hatred towards you each time you cast a damaging spell.
ID: 24453^6
Has a chance to reduce your target's hatred towards you each time you cast a damaging spell.
ID: 24454^6
Has a chance to reduce your target's hatred towards you each time you cast a damaging spell.
ID: 24455^6
Has a chance to reduce your target's hatred towards you each time you cast a damaging spell.
ID: 24456^6
Has a chance to reduce your target's hatred towards you each time you cast a damaging spell.
ID: 24457^6
Has a chance to return mana to you each time you cast a damaging spell.
ID: 24458^6
Has a chance to return mana to you each time you cast a damaging spell.
ID: 24459^6
Has a chance to return mana to you each time you cast a damaging spell.
ID: 24460^6
Has a chance to return mana to you each time you cast a damaging spell.
ID: 24461^6
Has a chance to return mana to you each time you cast a damaging spell.
ID: 24462^6
Has a chance to return mana to you each time you cast a damaging spell.
ID: 24463^6
Has a chance to return mana to you each time you cast a damaging spell.
ID: 24464^6
Has a chance to return mana to you each time you cast a damaging spell.
ID: 24465^6
Has a chance to return mana to you each time you cast a damaging spell.
ID: 24466^6
Has a chance to return mana to you each time you cast a damaging spell.
ID: 24467^6
Has a chance to return mana to you each time you cast a damaging spell.
ID: 24468^6
Has a chance to return mana to you each time you cast a damaging spell.
ID: 24469^6
Has a chance to return mana to you each time you cast a damaging spell.
ID: 24470^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24471^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24472^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24473^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24474^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24475^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24476^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24477^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24478^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24479^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24480^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24481^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24482^6
Has a chance to strike your opponent with a magic attack each time you cast a damaging spell.
ID: 24483^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24484^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24485^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24486^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24487^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24488^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24489^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24490^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24491^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24492^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24493^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24494^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24495^6
Has a chance to strike your opponent with a fire attack each time you cast a damaging spell.
ID: 24496^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24497^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24498^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24499^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24500^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24501^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24502^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24503^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24504^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24505^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24506^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24507^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24508^6
Has a chance to strike your opponent with a cold attack each time you cast a damaging spell.
ID: 24509^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24510^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24511^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24512^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24513^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24514^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24515^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24516^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24517^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24518^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24519^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24520^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24521^6
Has a chance to strike your opponent with a poison attack each time you cast a damaging spell.
ID: 24522^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24523^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24524^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24525^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24526^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24527^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24528^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24529^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24530^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24531^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24532^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24533^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24534^6
Has a chance to strike your opponent with a disease attack each time you cast a damaging spell.
ID: 24535^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24536^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24537^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24538^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24539^6
An unseen force pushes you away from the King.
ID: 24540^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24541^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24543^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24544^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24545^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24546^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24547^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24548^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24549^6
Has a chance to strike your opponent with a corruption attack each time you cast a damaging spell.
ID: 24550^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24551^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24552^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24553^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24554^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24555^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24556^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24557^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24558^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24559^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24560^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24561^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24562^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24563^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24564^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24565^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24566^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24567^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24568^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24569^6
Has the potential to restore up to @1 mana when you strike your enemies.
ID: 24570^6
You lose control of yourself.
ID: 24571^6
Limits your ability to cast spells.
ID: 24572^6
Slows your melee speed.
ID: 24573^6
Grants the caster a protective barrier that absorbs damage.
ID: 24575^6
Infectious disease decreases your health over time.
ID: 24576^6
Your energy is drained, causing a loss of health and endurance over time.
ID: 24577^6
You are unable to speak as your mana is drained.
ID: 24578^6
An unseen force pushes you away from your target.
ID: 24579^6
Causes temporary blindness.
ID: 24582^6
Your skin ignites, causing fire damage over time.
ID: 24584^6
Poison does damage over time.
ID: 24586^6
Cold reduces your melee speed and movement rate.
ID: 24587^6
Reduces your movement rate.
ID: 24588^6
Disease deforms your body and causes damage over time.
ID: 24589^6
Your strength and intelligence suffer.
ID: 24590^6
Poison does damage over time.
ID: 24591^6
Disease decreases your attack power and melee speed.
ID: 24592^6
Restricts your ability to move or use spells.
ID: 24593^6
Reduces your movement rate and makes you more susceptible to cold.
ID: 24594^6
You are pelted with ice, causing cold damage over time.
ID: 24595^6
Grants the caster a protective barrier that can reflect spell damage.
ID: 24597^6
Grants a bonus to both melee speed and attack power.
ID: 24598^6
Grants bonuses to melee speed and attack power.
ID: 24599^6
Your health is drained over time.
ID: 24600^6
Your resistance to fire has been lowered.
ID: 24601^6
Your skin ignites, causing fire damage over time.
ID: 24603^6
Grants a bonus to melee speed and resists.
ID: 24604^6
A curse ignites your skin, causing fire damage over time.
ID: 24605^6
Stuns you briefly.
ID: 24606^6
Your health is drained over time.
ID: 24607^6
You are unable to move.
ID: 24608^6
A curse causes your health to drain over time.
ID: 24609^6
Your health is drained over time to heal your enemy.
ID: 24610^6
Your melee speed has been reduced.
ID: 24611^6
Your energy is drained, causing a loss of health, mana, and endurance over time.
ID: 24612^6
Your health is drained due to disease.
ID: 24613^6
Limits your ability to use spells.
ID: 24615^6
A chill flows over your skin, causing cold damage over time.
ID: 24616^6
Grants a chance to proc Numbing Strike.
ID: 24619^6
Your skin sears causing fire damage over time.
ID: 24632^6
Your ability to cast or use combat arts has been limited.
ID: 24633^6
Your ability to cast or use combat arts has been limited.
ID: 24634^6
Your ability to cast or use combat arts has been limited.
ID: 24636^6
You are briefly stunned as your health and mana are consumed by this curse.
ID: 24637^6
Your blood is heated, damaging you every 6 seconds.
ID: 24638^6
Your spirit has been removed from your body and charmed by fright.
ID: 24639^6
Scarabs are devouring your flesh.
ID: 24642^6
You are engulfed in a cloud of insects, slowing your attack speed, preventing you from using abilities or magic, and draining your mana and endurance.
ID: 24643^6
You are filled with terror and flee from your attackers.
ID: 24644^6
Terror rips the life from you and siphons the damage.
ID: 24648^6
Your ability to resist cold and magic has diminished.
ID: 24649^6
Offensive and defensive capabilities increase.
ID: 24650^6
Your offensive and defensive capabilities decrease.
ID: 24651^6
Your attack power and speed have increased.
ID: 24652^6
AE melee and increased attack speed.
ID: 24654^6
HP recovery.
ID: 24655^6
Protection from physical and magical damage.
ID: 24659^6
Provides shielding from all physical and magical damage.
ID: 24662^6
Cazic's corruption drains your life.
ID: 24663^6
The disease of Terror damages you every 6 seconds.
ID: 24664^6
Dread clouds your vision.
ID: 24665^6
A miasma of Fright slows attack and movement speeds, and raises cast times.
ID: 24667^6
Prevents you from using your abilities.
ID: 24668^6
Corruption damage every 6 seconds.
ID: 24670^6
Protection from physical and magical damage.
ID: 24671^6
The fear of Cazic-Thule controls you.
ID: 24673^6
AE melee and attack power increase.
ID: 24677^6
Causes fear, blindness and damage over time.
ID: 24679^6
Pulls you toward Cazic.
ID: 24682^6
Cazic is drawn to the blood that flows from the dagger wound.
ID: 24684^6
The sting of Snowfang's bite limits your use of combat abilities.
ID: 24685^6
You are unable to cast spells mana gone
ID: 24686^6
Poison runs through your veins, reducing melee speed and causing health damage over time.
ID: 24690^6
Reduces movement rate and causes a loss to health over time.
ID: 24691^6
Summons a white tiger mount. This is a fast mount.
ID: 24692^6
Summons a white tiger mount. This is a very fast mount.
ID: 24693^6
Roll the lucky dice.
ID: 24708^6
Causes a shower of sparks to erupt around you, creating a grand entrance.
ID: 24710^6
Enthralls the target.
ID: 24711^6
Destroy's the target's mana.
ID: 24712^6
Deals damage and rampages.
ID: 24713^6
Area effect damage.
ID: 24714^6
Improved enthrallment.
ID: 24715^6
Restores health.
ID: 24716^6
Deals damage and silences targets in an area.
ID: 24717^6
Damages health and mana.
ID: 24718^6
Deals damage and knocks back targets.
ID: 24719^6
Damage and shadowstep effect.
ID: 24720^6
Lowers attributes.
ID: 24722^6
You have been marked for execution.
ID: 24725^6
Contagious disease drains your health over time.
ID: 24726^6
Your body contorts, draining you of mana and slowing your actions.
ID: 24727^6
Your use of spells and melee abilities has been revoked.
ID: 24728^6
Increases melee speed while granting a chance to reflect some spell damage.
ID: 24729^6
You feel smaller and slower.
ID: 24740^6
Reduces melee speed and drains health over time.
ID: 24741^6
You lose control of yourself.
ID: 24742^6
You are rooted and take damage every 6 seconds.
ID: 24743^6
Corrupt saliva that damages you every 6 seconds.
ID: 24744^6
Your movement rate has slowed, and you take damage every 6 seconds.
ID: 24749^6
Your lungs are filled with venom, which damages you every 6 seconds.
ID: 24751^6
Congealed seawater reduces your movement speed and damages you every 6 seconds.
ID: 24754^6
Transforms you into a likeness of the green avatar, and damages endurance every 6 seconds.
ID: 24755^6
Transforms you into a likeness of the white avatar and reduces your AC.
ID: 24756^6
Transforms you into a likeness of the blue avatar, and damages mana every 6 seconds.
ID: 24757^6
Transforms you into a likeness of the red avatar and limits your HP.
ID: 24758^6
You are rooted and take damage every 6 seconds.
ID: 24759^6
Your movement rate is slowed, and you are silenced.
ID: 24760^6
You are stunned and take damage every 6 seconds.
ID: 24762^6
Draws enemies toward the gravity essence.
ID: 24765^6
Discarded dreams coat your body and cloud your vision.
ID: 24771^6
Opens a mystical portal that teleports your target to the Lavastorm Mountains.
ID: 24772^6
Opens a mystical portal that teleports your target to Dawnshroud Peaks.
ID: 24773^6
Opens a mystical portal that teleports your target to the Plane of Knowledge.
ID: 24774^6
Opens a mystical portal that teleports your target to the Wall of Slaughter.
ID: 24775^6
Opens a mystical portal that teleports your target to the Undershore.
ID: 24776^6
Opens a mystical portal that teleports your target to Arcstone in the Plane of Magic.
ID: 24782^6
Increases the duration of Shiverback's Chant of Disease by six seconds.
ID: 24783^6
Increases the duration of Fergar's Chant of Frost by six seconds.
ID: 24784^6
Increases the duration of Spinechiller's Chant of Poison by six seconds.
ID: 24785^6
Increases the duration of Sotor's Chant of Flame by six seconds.
ID: 24786^6
Increases the healing done by Chorus of Renewal by #1.
ID: 24787^6
Increases the damage done by Denon's Dirge of Disruption by #1.
ID: 24788^6
Increases the damage done by Lyrin's Insult by #1.
ID: 24789^6
Increases the damage done by Sarsez' Bite by #1.
ID: 24790^6
Increases the damage done by Shiverback Endemic by #1.
ID: 24791^6
Decreases the reuse time of Rush by 5 percent.
ID: 24792^6
Increases the healing done by Jorra's Mending by #1.
ID: 24793^6
Increases the damage done by Glacial Lance by #1.
ID: 24794^6
Increases the healing done by Salve of Sevna by #1.
ID: 24795^6
Increases the damage done by Spinechiller Blood by #1.
ID: 24796^6
Increases the duration of Growl of the Tiger by six seconds.
ID: 24797^6
Decreases the reuse time of Savage Volley by 4 percent.
ID: 24798^6
Decreases the reuse time of Fifth Wind by 5 percent.
ID: 24799^6
Decreases the reuse time of Tendon Lacerate by 4 percent.
ID: 24800^6
Decreases the reuse time of Temple Chop by 4 percent.
ID: 24801^6
Increases the damage done by Energetic Axe Throw by #1.
ID: 24802^6
Increases the healing done by Earnest Remedy by #1.
ID: 24803^6
Increases the healing done by Thirteenth Salve by #1.
ID: 24804^6
Increases the damage done by Chromarend by #1.
ID: 24805^6
Increases the healing done by Earnest Light by #1.
ID: 24806^6
Increases the damage done by Sermon of Censure by #1.
ID: 24807^6
Increases the duration of Earnest Elixir by six seconds.
ID: 24808^6
Increases the healing done by Frenzied Renewal by #1.
ID: 24809^6
Increases the damage done by Rebuke by #1.
ID: 24810^6
Increases the healing done by Word of Resurgence by #1.
ID: 24811^6
Increases the damage done by Vanquishing Strike by #1.
ID: 24812^6
Increases the damage done by Nature's Incinerating Wrath by #1.
ID: 24813^6
Increases the healing done by Benevida by #1.
ID: 24814^6
Increases the damage done by Horde of Scoriae by #1.
ID: 24815^6
Increases the damage done by Winter's Pyre Frostbite by #1.
ID: 24816^6
Increases the damage done by Summer Prominence by #1.
ID: 24817^6
Increases the healing done by Adrenaline Blast by #1.
ID: 24818^6
Increases the damage done by Annihilate the Divergent by #1.
ID: 24819^6
Increases the healing done by Survival of the Propitious by #1.
ID: 24821^6
Increases the damage done by Spectral Assault by #1.
ID: 24822^6
Increases the damage done by Constrict by #1.
ID: 24823^6
Increases the duration of Constrict by six seconds.
ID: 24824^6
Increases the damage done by Mind Helix by #1.
ID: 24825^6
Increases the duration of Mind Helix by six seconds.
ID: 24826^6
Increases the duration of Serene Wave by six seconds.
ID: 24827^6
Increases the duration of Baffling Flash by six seconds.
ID: 24828^6
Increases the damage done by Tears of Zykean by #1.
ID: 24829^6
Increases the duration of Soporific Stare by six seconds.
ID: 24830^6
Increases the damage done by Bolt of Rhyolite by #1.
ID: 24831^6
Increases the damage done by Annihilate the Divergent by #1.
ID: 24832^6
Increases the damage done by Shock of Ethereal Steel by #1.
ID: 24833^6
Increases the damage done by Blazing Sands by #1.
ID: 24834^6
Increases the healing done by Renewal of Volark by #1.
ID: 24835^6
Increases the damage done by Clash of Many by #1.
ID: 24836^6
Increases the damage done by Fickle Flare by #1.
ID: 24837^6
Increases the damage done by Beam of Rhyolite by #1.
ID: 24838^6
Decreases the reuse time of Ruinous Servant by 5 percent.
ID: 24839^6
Decreases the reuse time of Fifth Wind by 5 percent.
ID: 24840^6
Decreases the reuse time of Six-Step Pattern by 5 percent.
ID: 24841^6
Decreases the reuse time of Deny Death by 5 percent.
ID: 24842^6
Decreases the reuse time of Jab Through by 5 percent.
ID: 24844^6
Increases the damage done by Blighted Venin by #1.
ID: 24845^6
Increases the damage done by Folasar's Decay by #1.
ID: 24846^6
Increases the damage done by Compel for Blood by #1.
ID: 24847^6
Increases the damage done by Pyre of the Bereft by #1.
ID: 24848^6
Increases the damage done by Arachne's Pallid Haze by #1.
ID: 24849^6
Increases the damage done by Argendev's Venom by #1.
ID: 24850^6
Increases the damage done by Pyre of Nos by #1.
ID: 24851^6
Increases the damage done by Splirt by #1.
ID: 24852^6
Increases the damage done by Blistering Shadow by #1.
ID: 24853^6
Increases the damage done by Dunkelnacht Orb by #1.
ID: 24854^6
Increases the damage done by Thoughtburn by #1.
ID: 24855^6
Increases the healing done by Earnest Touch by #1.
ID: 24856^6
Increases the healing done by Burst of Daybreak by #1.
ID: 24857^6
Increases the damage done by Elegy by #1.
ID: 24858^6
Increases the duration of Earnest Cleansing by six seconds.
ID: 24859^6
Increases the healing done by Joyous Light by #1.
ID: 24860^6
Increases the duration of Confrontation for Honor by six seconds.
ID: 24861^6
Decreases the reuse time of Force of Marr by 8 percent.
ID: 24862^6
Increases the damage done by Summer's Storm Burn by #1.
ID: 24863^6
Increases the damage done by Burning Ash by #1.
ID: 24864^6
Increases the damage done by Biting Wind by #1.
ID: 24865^6
Decreases the reuse time of Heartrend by 10 percent.
ID: 24866^6
Increases the healing done by Purefont by #1.
ID: 24867^6
Increases the damage done by Scarab Swarm by #1.
ID: 24868^6
Increases the damage done by Infuriating Shot by #1.
ID: 24869^6
Decreases the reuse time of Jolting Hook kicks by 5 percent.
ID: 24870^6
Decreases the reuse time of Fifth Wind by 5 percent.
ID: 24871^6
Decreases the reuse time of Instruction in Toxicity by 5 percent.
ID: 24872^6
Decreases the reuse time of Blinding Glare by 5 percent.
ID: 24873^6
Decreases the reuse time of Pinpoint Flaws by 5 percent.
ID: 24874^6
Increases the damage done by Wound by #1.
ID: 24875^6
Increases the damage done by Touch of Iglum by #1.
ID: 24876^6
Increases the damage done by Bond of Malthiasiss by #1.
ID: 24877^6
Increases the damage done by Malthiasiss's Bite by #1.
ID: 24878^6
Increases the duration of Confrontation for Power by six seconds.
ID: 24879^6
Increases the damage done by Blood of Malthiasiss by #1.
ID: 24880^6
Increases the damage done by Gorgon Spear by #1.
ID: 24881^6
Increases the damage done by Touch of Dyalgem by #1.
ID: 24882^6
Increases the damage done by Plague of Iglum by #1.
ID: 24883^6
Increases the damage done by Dire Accusation by #1.
ID: 24884^6
Increases the damage done by Spinechiller's Spear of Venom by #1.
ID: 24885^6
Increases the healing done by Qirik's Mending by #1.
ID: 24886^6
Increases the damage done by Bite of the Blightwolf by #1.
ID: 24887^6
Increases the damage done by Ice Floe by #1.
ID: 24888^6
Increases the damage done by Hex by #1.
ID: 24889^6
Increases the damage done by Spinechiller Blood by #1.
ID: 24890^6
Increases the duration of Penumbra of Renewal by six seconds.
ID: 24891^6
Increases the damage done by Nectar of Torment by #1.
ID: 24892^6
Increases the healing done by Ascendant's Intervention by #1.
ID: 24893^6
Increases the duration of Talisman of the Tiger by six seconds.
ID: 24894^6
Decreases the reuse time of Fifth Wind by 5 percent.
ID: 24895^6
Decreases the reuse time of Wheeling Blades by 5 percent.
ID: 24896^6
Decreases the reuse time of Scoff by 5 percent.
ID: 24897^6
Decreases the reuse time of Knuckle Snap by 5 percent.
ID: 24898^6
Decreases the reuse time of Armor of Phantasmic Runes by 5 percent.
ID: 24899^6
Increases the damage done by Ethereal Glaciation or Ethereal Inferno by #1.
ID: 24900^6
Increases the damage done by Lightning Helix by #1.
ID: 24901^6
Increases the damage done by Freezing Snap by #1.
ID: 24902^6
Increases the damage done by Cloudburst Storm by #1.
ID: 24903^6
Increases the damage done by Glacial Cascade by #1.
ID: 24904^6
Increases the damage done by Glacial Lure by #1.
ID: 24905^6
Increases the damage done by Thricewoven Electricity by #1.
ID: 24906^6
Increases the damage done by Pure Wildmana by #1.
ID: 24907^6
Increases the damage done by Chaos Char by #1.
ID: 24908^6
Increases the damage done by Glacial Claw by #1.
ID: 24909^6
Increases the damage done by Brainfreeze Strike by #1.
ID: 24910^6
Decreases the reuse time of Soothing Harvest by ten seconds.
ID: 24911^6
Your form alters within the nightmare of Al'Kabor.
ID: 24912^6
Your form alters within the nightmare of Al'Kabor.
ID: 24913^6
Your form alters within the nightmare of Al'Kabor.
ID: 24914^6
The guidance of the ascended grandmasters imbues your special attacks with unique properties.
ID: 24926^6
Undead roots prevent you from moving.
ID: 24927^6
Undead venom enters your body and damages you every tick.
ID: 24929^6
An oppressive force crushes your spirit, damaging your HP, mana, and AC every tick.
ID: 24934^6
The guidance of the ascended grandmasters grants you an unprecedented level of focus.
ID: 24935^6
Tendrils of the dark mantle reach out and drain your soul.
ID: 24936^6
Reduces melee speed and movement rate.
ID: 24937^6
Reduces melee speed and drains mana over time.
ID: 24938^6
Reduces melee speed and drains mana over time.
ID: 24939^6
Stuns briefly, while draining mana over time.
ID: 24940^6
Stuns briefly, while draining mana over time.
ID: 24941^6
Stuns briefly, while draining mana over time.
ID: 24942^6
Your movement speed has been reduced.
ID: 24943^6
Your ability to cast spells or use melee abilities has been revoked.
ID: 24944^6
Your ability to cast spells or use melee abilities has been revoked.
ID: 24945^6
An unseen force pushes you away from your target.
ID: 24946^6
An unseen force pushes you away from your target.
ID: 24947^6
Weakness invades your body, slowing melee speed and casting time.
ID: 24948^6
An unseen force pushes you away from your target.
ID: 24949^6
Reduced movement rate.
ID: 24950^6
Drains health and mana over time, leaving the target susceptible to curses of the mind and body.
ID: 24951^6
Drains health and mana over time, leaving the target susceptible to curses of the mind and body.
ID: 24952^6
Causes blindness and prevents the use of spells or melee abilities.
ID: 24953^6
Increases STR, AGI, and melee speed, while also granting a chance to reflect incoming damage.
ID: 24954^6
Your ability to cast spells has been reduced.
ID: 24955^6
Make a toast to the New Year!
ID: 24956^6
A little liver now means good luck all year!
ID: 24957^6
You feel lucky.
ID: 24958^6
Your wound is infected, causing a loss of mana, as well as reduced melee speed and attack power.
ID: 25000^6
Quickens the rate at which you regain endurance, but only if your reserves are lower than #3 percent of your maximum.
ID: 25001^6
Quickens the rate at which you regain endurance, but only if your reserves are lower than #3 percent of your maximum.
ID: 25002^6
Quickens the rate at which you regain endurance, but only if your reserves are lower than #3 percent of your maximum.
ID: 25003^6
Sacrifices endurance to receive a fifth wind, allowing you an increased endurance regeneration of #1 every six seconds for %z.
ID: 25004^6
Sacrifices endurance to receive a fifth wind, allowing you an increased endurance regeneration of #1 every six seconds for %z.
ID: 25005^6
Sacrifices endurance to receive a fifth wind, allowing you an increased endurance regeneration of #1 every six seconds for %z.
ID: 25006^6
Your weapon becomes an extension of your body, greatly increasing the rate at which its combat effects will be triggered.
ID: 25007^6
Your weapon becomes an extension of your body, greatly increasing the rate at which its combat effects will be triggered.
ID: 25008^6
Your weapon becomes an extension of your body, greatly increasing the rate at which its combat effects will be triggered.
ID: 25009^6
Gives additional weight to your attacks, allowing you to jab through your opponent's defenses.
ID: 25010^6
Gives additional weight to your attacks, allowing you to jab through your opponent's defenses.
ID: 25011^6
Gives additional weight to your attacks, allowing you to jab through your opponent's defenses.
ID: 25012^6
Phantasmic symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 25013^6
Phantasmic symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 25014^6
Phantasmic symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 25015^6
Absorbs #6 incoming melee damage.
ID: 25016^6
Absorbs #6 incoming melee damage.
ID: 25017^6
Absorbs #6 incoming melee damage.
ID: 25018^6
Incites intense hatred in your target by roaring like a bazu.
ID: 25019^6
Incites intense hatred in your target by roaring like a bazu.
ID: 25020^6
Incites intense hatred in your target by roaring like a bazu.
ID: 25021^6
A brief flash of anger allows you to parry all incoming attacks.
ID: 25022^6
A brief flash of anger allows you to parry all incoming attacks.
ID: 25023^6
A brief flash of anger allows you to parry all incoming attacks.
ID: 25024^6
A mighty roar will lower the accuracy of up to three nearby enemies and increase their hatred of you.
ID: 25025^6
A mighty roar will lower the accuracy of up to three nearby enemies and increase their hatred of you.
ID: 25026^6
A mighty roar will lower the accuracy of up to three nearby enemies and increase their hatred of you.
ID: 25027^6
Strikes your opponent with a skillful blow, doing heavy damage. Your target must be below 20 percent health for this opening to occur.
ID: 25028^6
Strikes your opponent with a skillful blow, doing heavy damage. Your target must be below 20 percent health for this opening to occur.
ID: 25029^6
Strikes your opponent with a skillful blow, doing heavy damage. Your target must be below 20 percent health for this opening to occur.
ID: 25030^6
Executes a wheeling blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 25031^6
Executes a wheeling blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 25032^6
Executes a wheeling blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 25033^6
Forces your enemies to come closer to you.
ID: 25034^6
Forces your enemies to come closer to you.
ID: 25035^6
Forces your enemies to come closer to you.
ID: 25036^6
An area-effect ability which improves the armor class of nearby allies.
ID: 25037^6
An area-effect ability which improves the armor class of nearby allies.
ID: 25038^6
An area-effect ability which improves the armor class of nearby allies.
ID: 25039^6
Improves your armor class.
ID: 25040^6
Improves your armor class.
ID: 25041^6
Improves your armor class.
ID: 25042^6
Executes a crushing blow to an opponent, reducing their melee damage by #1 percent for their next 5 attacks.
ID: 25043^6
Executes a crushing blow to an opponent, reducing their melee damage by #1 percent for their next 5 attacks.
ID: 25044^6
Executes a crushing blow to an opponent, reducing their melee damage by #1 percent for their next 5 attacks.
ID: 25045^6
You scoff at your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 25046^6
You scoff at your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 25047^6
You scoff at your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 25048^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 25049^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 25050^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 25051^6
A defensive skill ability which increases the warrior's armor class.
ID: 25052^6
A defensive skill ability which increases the warrior's armor class.
ID: 25053^6
A defensive skill ability which increases the warrior's armor class.
ID: 25054^6
Increases your maximum hit points by #12 for up to %z.
ID: 25055^6
Increases your maximum hit points by #12 for up to %z.
ID: 25056^6
Increases your maximum hit points by #12 for up to %z.
ID: 25057^6
A brief flash of anger allows you to parry all incoming attacks for up to %z.
ID: 25058^6
A brief flash of anger allows you to parry all incoming attacks for up to %z.
ID: 25059^6
A brief flash of anger allows you to parry all incoming attacks for up to %z.
ID: 25060^6
Strikes your opponent with an elbow, dealing #1 damage to them.
ID: 25063^6
Strikes undead creatures for @1 damage, and has a chance to lower their resistances or inflict massive destruction.
ID: 25064^6
Strikes undead creatures for @1 damage, and has a chance to lower their resistances or inflict massive destruction.
ID: 25065^6
Strikes undead creatures for @1 damage, and has a chance to lower their resistances or inflict massive destruction.
ID: 25066^6
Inflicts massive destruction on an undead target.
ID: 25067^6
Lowers an undead creature's resistance to cold, magic, poison, and fire damage.
ID: 25068^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 25069^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 25070^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 25071^6
Cleanses the body of your target, curing severe diseases, poisons, and curses.
ID: 25072^6
Cleanses the body of your target, curing severe diseases, poisons, and curses.
ID: 25073^6
Cleanses the body of your target, curing severe diseases, poisons, and curses.
ID: 25074^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies.
ID: 25075^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies.
ID: 25076^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies.
ID: 25077^6
Bestows your target with a blessing of will, allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 25078^6
Bestows your target with a blessing of will, allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 25079^6
Bestows your target with a blessing of will, allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 25080^6
Has a #1 percent bonus to cause your enemy to forget their hatred for all creatures. This effect works on creatures up to level @1.
ID: 25081^6
Has a #1 percent bonus to cause your enemy to forget their hatred for all creatures. This effect works on creatures up to level @1.
ID: 25082^6
Has a #1 percent bonus to cause your enemy to forget their hatred for all creatures. This effect works on creatures up to level @1.
ID: 25083^6
Mends severe wounds, healing between #1 and @1 hit points. Will heal targets below 20 percent health for an additional @2 hit points.
ID: 25084^6
Mends severe wounds, healing between #1 and @1 hit points. Will heal targets below 20 percent health for an additional @2 hit points.
ID: 25085^6
Mends severe wounds, healing between #1 and @1 hit points. Will heal targets below 20 percent health for an additional @2 hit points.
ID: 25086^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 25087^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 25088^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 25089^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 25090^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 25091^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 25092^6
Covers your target in an earnest ward, increasing their armor class for %z.
ID: 25093^6
Covers your target in an earnest ward, increasing their armor class for %z.
ID: 25094^6
Covers your target in an earnest ward, increasing their armor class for %z.
ID: 25095^6
Shocks your enemy, briefly stunning them, causing between #2 and @2 damage, and healing their target. This spell works on creatures up to level @1.
ID: 25096^6
Shocks your enemy, briefly stunning them, causing between #2 and @2 damage, and healing their target. This spell works on creatures up to level @1.
ID: 25097^6
Shocks your enemy, briefly stunning them, causing between #2 and @2 damage, and healing their target. This spell works on creatures up to level @1.
ID: 25098^6
Heals your target's target for up to @1 hit points.
ID: 25099^6
Heals your target's target for up to @1 hit points.
ID: 25100^6
Heals your target's target for up to @1 hit points.
ID: 25101^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 25102^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 25103^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 25104^6
By taking a vow of vanquishing, you sacrifice your healing efficacy for %z for the chance to do increased damage via vanquishing melee strikes. Each vanquishing strike invigorates you, replenishing your health.
ID: 25105^6
By taking a vow of vanquishing, you sacrifice your healing efficacy for %z for the chance to do increased damage via vanquishing melee strikes. Each vanquishing strike invigorates you, replenishing your health.
ID: 25106^6
By taking a vow of vanquishing, you sacrifice your healing efficacy for %z for the chance to do increased damage via vanquishing melee strikes. Each vanquishing strike invigorates you, replenishing your health.
ID: 25107^6
Instant Duration.
ID: 25108^6
Instant Duration.
ID: 25109^6
Instant Duration.
ID: 25110^6
Heals you for #1 hit points every six seconds.
ID: 25111^6
Heals you for #1 hit points every six seconds.
ID: 25112^6
Heals you for #1 hit points every six seconds.
ID: 25113^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 25114^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 25115^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 25116^6
Bestows your group with a blessing of will, allowing them to cast spells faster for %z. This blessing affects spells up to level #2.
ID: 25117^6
Bestows your group with a blessing of will, allowing them to cast spells faster for %z. This blessing affects spells up to level #2.
ID: 25118^6
Bestows your group with a blessing of will, allowing them to cast spells faster for %z. This blessing affects spells up to level #2.
ID: 25119^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z and healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 25120^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z and healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 25121^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z and healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 25122^6
Fills your target's body with earnest elixir, healing #1 hit points every six seconds for %z.
ID: 25123^6
Fills your target's body with earnest elixir, healing #1 hit points every six seconds for %z.
ID: 25124^6
Fills your target's body with earnest elixir, healing #1 hit points every six seconds for %z.
ID: 25125^6
Expunges your target's immune system, curing some corruption.
ID: 25126^6
Expunges your target's immune system, curing some corruption.
ID: 25127^6
Expunges your target's immune system, curing some corruption.
ID: 25128^6
Fills your target with reliance, granting them increased hit points and armor class for %z.
ID: 25129^6
Fills your target with reliance, granting them increased hit points and armor class for %z.
ID: 25130^6
Fills your target with reliance, granting them increased hit points and armor class for %z.
ID: 25131^6
Calls upon the gods to rebuke your target, causing #1 damage. This spell will do additional damage to undead or summoned creatures.
ID: 25132^6
Calls upon the gods to rebuke your target, causing #1 damage. This spell will do additional damage to undead or summoned creatures.
ID: 25133^6
Calls upon the gods to rebuke your target, causing #1 damage. This spell will do additional damage to undead or summoned creatures.
ID: 25134^6
Mends critical wounds, healing between #2 and @2 hit points. This spell can only be cast on a target that is below 45 percent health, and will only heal its full amount on a target below 35 percent health.
ID: 25135^6
Mends critical wounds, healing between #2 and @2 hit points. This spell can only be cast on a target that is below 45 percent health, and will only heal its full amount on a target below 35 percent health.
ID: 25136^6
Mends critical wounds, healing between #2 and @2 hit points. This spell can only be cast on a target that is below 45 percent health, and will only heal its full amount on a target below 35 percent health.
ID: 25137^6
Places the Ward of Retaliation around your body. This ward will periodically strike out at any creature that attacks you. The ward will fade after 120 strikes.
ID: 25138^6
Places the Ward of Retaliation around your body. This ward will periodically strike out at any creature that attacks you. The ward will fade after 120 strikes.
ID: 25139^6
Places the Ward of Retaliation around your body. This ward will periodically strike out at any creature that attacks you. The ward will fade after 120 strikes.
ID: 25140^6
Instant Duration.
ID: 25141^6
Instant Duration.
ID: 25142^6
Instant Duration.
ID: 25143^6
Bathes your target in sacred light, healing up to @1 hit points. The light will heal targets below 20 percent health for an additional @2 hit points.
ID: 25144^6
Bathes your target in sacred light, healing up to @1 hit points. The light will heal targets below 20 percent health for an additional @2 hit points.
ID: 25145^6
Bathes your target in sacred light, healing up to @1 hit points. The light will heal targets below 20 percent health for an additional @2 hit points.
ID: 25146^6
Blesses the land beneath your feet. The sanctified ground will harm any undead that attempt to traverse that area, and the blessing also has a chance to stun them. The damage from sanctified ground will not break mesmerization effects.
ID: 25147^6
Blesses the land beneath your feet. The sanctified ground will harm any undead that attempt to traverse that area, and the blessing also has a chance to stun them. The damage from sanctified ground will not break mesmerization effects.
ID: 25148^6
Blesses the land beneath your feet. The sanctified ground will harm any undead that attempt to traverse that area, and the blessing also has a chance to stun them. The damage from sanctified ground will not break mesmerization effects.
ID: 25149^6
Instant Duration.
ID: 25150^6
Instant Duration.
ID: 25151^6
Instant Duration.
ID: 25152^6
Immobilization.
ID: 25153^6
A spell which heals the target, smites the target's target, and does extra damage if the target's target is also vampiric, undead, or summoned.
ID: 25154^6
A spell which heals the target, smites the target's target, and does extra damage if the target's target is also vampiric, undead, or summoned.
ID: 25155^6
A spell which heals the target, smites the target's target, and does extra damage if the target's target is also vampiric, undead, or summoned.
ID: 25156^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 25157^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 25158^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 25159^6
Places the protection of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs @1 points of damage before dissipating, healing its bearer when it breaks.
ID: 25160^6
Places the protection of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs @1 points of damage before dissipating, healing its bearer when it breaks.
ID: 25161^6
Places the protection of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs @1 points of damage before dissipating, healing its bearer when it breaks.
ID: 25162^6
The light of vie heals you for up to @1 points of damage.
ID: 25163^6
The light of vie heals you for up to @1 points of damage.
ID: 25164^6
The light of vie heals you for up to @1 points of damage.
ID: 25165^6
Imbues your target with the promise of a great heal in %z.
ID: 25166^6
Imbues your target with the promise of a great heal in %z.
ID: 25167^6
Imbues your target with the promise of a great heal in %z.
ID: 25168^6
Instant Duration.
ID: 25169^6
Instant Duration.
ID: 25170^6
Instant Duration.
ID: 25171^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z. This spell has a chance to slow undead creatures.
ID: 25172^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z. This spell has a chance to slow undead creatures.
ID: 25173^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z. This spell has a chance to slow undead creatures.
ID: 25174^6
Strikes an enemy with holy might, briefly stunning them and healing their target. This spell works on creatures up to level @1.
ID: 25175^6
Strikes an enemy with holy might, briefly stunning them and healing their target. This spell works on creatures up to level @1.
ID: 25176^6
Strikes an enemy with holy might, briefly stunning them and healing their target. This spell works on creatures up to level @1.
ID: 25177^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The holy power attempts to breach the weakest of your target's magical defenses, and is therefore harder to resist. This spell will deal additional damage to undead or summoned creatures.
ID: 25178^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The holy power attempts to breach the weakest of your target's magical defenses, and is therefore harder to resist. This spell will deal additional damage to undead or summoned creatures.
ID: 25179^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The holy power attempts to breach the weakest of your target's magical defenses, and is therefore harder to resist. This spell will deal additional damage to undead or summoned creatures.
ID: 25180^6
Places the mark of the devout on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 25181^6
Places the mark of the devout on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 25182^6
Places the mark of the devout on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 25183^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 25184^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 25185^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 25186^6
Expunges your group's immune system, curing some corruption.
ID: 25187^6
Expunges your group's immune system, curing some corruption.
ID: 25188^6
Expunges your group's immune system, curing some corruption.
ID: 25189^6
This spell gives a chance to twincast a heal while doing direct damage to the target. This spell will deal additional damage to undead or summoned creatures.
ID: 25190^6
This spell gives a chance to twincast a heal while doing direct damage to the target. This spell will deal additional damage to undead or summoned creatures.
ID: 25191^6
This spell gives a chance to twincast a heal while doing direct damage to the target. This spell will deal additional damage to undead or summoned creatures.
ID: 25192^6
Strikes nearby creatures with a silent decree, inflicting @3 damage and stunning them. This spell will deal additional damage to undead or summoned creatures.
ID: 25193^6
Strikes nearby creatures with a silent decree, inflicting @3 damage and stunning them. This spell will deal additional damage to undead or summoned creatures.
ID: 25194^6
Strikes nearby creatures with a silent decree, inflicting @3 damage and stunning them. This spell will deal additional damage to undead or summoned creatures.
ID: 25195^6
Surrounds your target with shining defenses, absorbing 10 percent of incoming melee damage for up to %z, and shining armor which will periodically lash out at your target's attackers, stunning them and healing your target. The armor will fade after 72 strikes.
ID: 25196^6
Surrounds your target with shining defenses, absorbing 10 percent of incoming melee damage for up to %z, and shining armor which will periodically lash out at your target's attackers, stunning them and healing your target. The armor will fade after 72 strikes.
ID: 25197^6
Surrounds your target with shining defenses, absorbing 10 percent of incoming melee damage for up to %z, and shining armor which will periodically lash out at your target's attackers, stunning them and healing your target. The armor will fade after 72 strikes.
ID: 25198^6
Stuns creatures up to level @1.
ID: 25199^6
Stuns creatures up to level @1.
ID: 25200^6
Stuns creatures up to level @1.
ID: 25201^6
Heals you for #1 hit points.
ID: 25202^6
Heals you for #1 hit points.
ID: 25203^6
Heals you for #1 hit points.
ID: 25204^6
Places earnest armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 25205^6
Places earnest armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 25206^6
Places earnest armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 25207^6
Places the blood of the devout on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target. Those afflicted with the blood of the devout can spread it to others.
ID: 25208^6
Places the blood of the devout on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target. Those afflicted with the blood of the devout can spread it to others.
ID: 25209^6
Places the blood of the devout on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target. Those afflicted with the blood of the devout can spread it to others.
ID: 25210^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 25211^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 25212^6
Covers your group in a shimmer of holy runes, increasing their hit points for %z.
ID: 25213^6
Adds a chance for your target to heal himself when striking enemies, and places a mark on your target's target that will deal damage to it when it strikes another creature and healing your allies when they strike it.
ID: 25214^6
Adds a chance for your target to heal himself when striking enemies, and places a mark on your target's target that will deal damage to it when it strikes another creature and healing your allies when they strike it.
ID: 25215^6
Adds a chance for your target to heal himself when striking enemies, and places a mark on your target's target that will deal damage to it when it strikes another creature and healing your allies when they strike it.
ID: 25216^6
Places the mark of the unsullied on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 25217^6
Places the mark of the unsullied on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 25218^6
Places the mark of the unsullied on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 25219^6
Heals yourself of minor wounds.
ID: 25220^6
Heals yourself of minor wounds.
ID: 25221^6
Heals yourself of minor wounds.
ID: 25222^6
Heals all allies surrounding a point you select for up to @1 hit points.
ID: 25223^6
Heals all allies surrounding a point you select for up to @1 hit points.
ID: 25224^6
Heals all allies surrounding a point you select for up to @1 hit points.
ID: 25225^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 25226^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 25227^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 25228^6
Grants your group a blessing of reliance, granting them increased hit points and armor class for %z.
ID: 25229^6
Grants your group a blessing of reliance, granting them increased hit points and armor class for %z.
ID: 25230^6
Grants your group a blessing of reliance, granting them increased hit points and armor class for %z.
ID: 25231^6
Smites your target, heals your target's target, and does extra damage if the target is also vampiric, undead, or elemental.
ID: 25232^6
Smites your target, heals your target's target, and does extra damage if the target is also vampiric, undead, or elemental.
ID: 25233^6
Smites your target, heals your target's target, and does extra damage if the target is also vampiric, undead, or elemental.
ID: 25234^6
Heals your target's target for up to @1 hit points.
ID: 25235^6
Heals your target's target for up to @1 hit points.
ID: 25236^6
Heals your target's target for up to @1 hit points.
ID: 25237^6
Damages your target for up to @1 hit points. This spell will deal additional damage to undead or summoned creatures.
ID: 25238^6
Damages your target for up to @1 hit points. This spell will deal additional damage to undead or summoned creatures.
ID: 25239^6
Damages your target for up to @1 hit points. This spell will deal additional damage to undead or summoned creatures.
ID: 25240^6
Fills your group with the elixir of the ardent, continually healing their wounds for up to %z.
ID: 25241^6
Fills your group with the elixir of the ardent, continually healing their wounds for up to %z.
ID: 25242^6
Fills your group with the elixir of the ardent, continually healing their wounds for up to %z.
ID: 25243^6
Covers your group in a holy guard, increasing their armor class for %z.
ID: 25244^6
Covers your group in a holy guard, increasing their armor class for %z.
ID: 25245^6
Covers your group in a holy guard, increasing their armor class for %z.
ID: 25246^6
Places the rallied protection of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs @1 damage before dissipating, and will heal its bearer when it fades.
ID: 25247^6
Places the rallied protection of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs @1 damage before dissipating, and will heal its bearer when it fades.
ID: 25248^6
Places the rallied protection of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs @1 damage before dissipating, and will heal its bearer when it fades.
ID: 25249^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points as well as curing moderate diseases, poisons, and curses.
ID: 25250^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points as well as curing moderate diseases, poisons, and curses.
ID: 25251^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points as well as curing moderate diseases, poisons, and curses.
ID: 25252^6
Bestows the favor of the gods upon your target, granting them a second chance at life should they fall in battle. Consumes a pair of emeralds when cast.
ID: 25253^6
Bestows the favor of the gods upon your target, granting them a second chance at life should they fall in battle. Consumes a pair of emeralds when cast.
ID: 25254^6
Bestows the favor of the gods upon your target, granting them a second chance at life should they fall in battle. Consumes a pair of emeralds when cast.
ID: 25255^6
Shining armor absorbs #12 percent of incoming melee damage for up to %z or until it has absorbed 3200 strikes.
ID: 25264^6
Braces your body to withstand the next two incoming melee attacks, reducing damage done.
ID: 25265^6
Braces your body to withstand the next two incoming melee attacks, reducing damage done.
ID: 25266^6
Braces your body to withstand the next three incoming melee attacks, reducing damage done.
ID: 25267^6
Absorbs #9 percent of incoming melee damage up to a maximum of @9, or two attacks.
ID: 25268^6
Absorbs #9 percent of incoming melee damage up to a maximum of @9, or two attacks.
ID: 25269^6
Absorbs #9 percent of incoming melee damage up to a maximum of @9, or three attacks.
ID: 25270^6
Increases your maximum hit points by #8. This bonus will decay over time.
ID: 25271^6
Increases your maximum hit points by #8. This bonus will decay over time.
ID: 25272^6
Increases your maximum hit points by #8. This bonus will decay over time.
ID: 25273^6
A brief prayer that cleanses corruption from your group.
ID: 25274^6
A brief prayer that cleanses corruption from your group.
ID: 25275^6
A brief prayer that cleanses corruption from your group.
ID: 25276^6
Cleanses the body of your target, curing severe diseases, poisons, and curses.
ID: 25277^6
Cleanses the body of your target, curing severe diseases, poisons, and curses.
ID: 25278^6
Cleanses the body of your target, curing severe diseases, poisons, and curses.
ID: 25279^6
Channels a sacred power, healing your target for up to @1 hit points.
ID: 25280^6
Channels a sacred power, healing your target for up to @1 hit points.
ID: 25281^6
Channels a sacred power, healing your target for up to @1 hit points.
ID: 25282^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 25283^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 25284^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 25285^6
Inflicts up to @1 damage on an undead creature and has a chance to lower their armor class and make them more vulnerable to melee attacks. Other creatures will merely be damaged for up to @3.
ID: 25286^6
Inflicts up to @1 damage on an undead creature and has a chance to lower their armor class and make them more vulnerable to melee attacks. Other creatures will merely be damaged for up to @3.
ID: 25287^6
Inflicts up to @1 damage on an undead creature and has a chance to lower their armor class and make them more vulnerable to melee attacks. Other creatures will merely be damaged for up to @3.
ID: 25288^6
Increases melee damage taken by #5 percent. Decreases armor class by #11.
ID: 25289^6
Increases melee damage taken by #5 percent. Decreases armor class by #11.
ID: 25290^6
Increases melee damage taken by #5 percent. Decreases armor class by #11.
ID: 25291^6
Places the mark of the pure on your target, dealing #1 damage each time the target strikes another creature. This effect will fade after ten strikes.
ID: 25292^6
Places the mark of the pure on your target, dealing #1 damage each time the target strikes another creature. This effect will fade after ten strikes.
ID: 25293^6
Places the mark of the pure on your target, dealing #1 damage each time the target strikes another creature. This effect will fade after ten strikes.
ID: 25294^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 25295^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 25296^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 25297^6
Confronts your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 25298^6
Confronts your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 25299^6
Confronts your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 25300^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 25301^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 25302^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 25303^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 25304^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 25305^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 25306^6
Denounces your target, dealing #1 damage and healing your target's target. This spell will deal additional damage to undead or summoned creatures. This spell will generate less hatred than normal spells.
ID: 25307^6
Denounces your target, dealing #1 damage and healing your target's target. This spell will deal additional damage to undead or summoned creatures. This spell will generate less hatred than normal spells.
ID: 25308^6
Denounces your target, dealing #1 damage and healing your target's target. This spell will deal additional damage to undead or summoned creatures. This spell will generate less hatred than normal spells.
ID: 25309^6
Heals your target's target for up to @1 hit points.
ID: 25310^6
Heals your target's target for up to @1 hit points.
ID: 25311^6
Heals your target's target for up to @1 hit points.
ID: 25312^6
Bathes your target in a joyous light, healing #1 hit points.
ID: 25313^6
Bathes your target in a joyous light, healing #1 hit points.
ID: 25314^6
Bathes your target in a joyous light, healing #1 hit points.
ID: 25315^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1. This spell will deal additional damage to undead creatures.
ID: 25316^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1. This spell will deal additional damage to undead creatures.
ID: 25317^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1. This spell will deal additional damage to undead creatures.
ID: 25318^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 25319^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 25320^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 25321^6
Covers your body in armor, increasing your armor's strength, stunning and damaging your attackers, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 25322^6
Covers your body in armor, increasing your armor's strength, stunning and damaging your attackers, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 25323^6
Covers your body in armor, increasing your armor's strength, stunning and damaging your attackers, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 25324^6
Strikes your attackers for #1 damage and stuns them. This spell can stun creatures up to level @2.
ID: 25325^6
Strikes your attackers for #1 damage and stuns them. This spell can stun creatures up to level @2.
ID: 25326^6
Strikes your attackers for #1 damage and stuns them. This spell can stun creatures up to level @2.
ID: 25327^6
Heals yourself for up to @1 hit points.
ID: 25328^6
Heals yourself for up to @1 hit points.
ID: 25329^6
Heals yourself for up to @1 hit points.
ID: 25330^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 25331^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 25332^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 25333^6
Channels the power of sunlight, healing your target for @1 hit points.
ID: 25334^6
Channels the power of sunlight, healing your target for @1 hit points.
ID: 25335^6
Channels the power of sunlight, healing your target for @1 hit points.
ID: 25336^6
Fills your target's body with pious cleansing light, healing #1 hit points every six seconds for %z.
ID: 25337^6
Fills your target's body with pious cleansing light, healing #1 hit points every six seconds for %z.
ID: 25338^6
Fills your target's body with pious cleansing light, healing #1 hit points every six seconds for %z.
ID: 25339^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage, healing you in the process.
ID: 25339^28
Teleport to Plane of Shadow
ID: 25340^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage, healing you in the process.
ID: 25341^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage, healing you in the process.
ID: 25342^6
Heals you for up to @1 hit points.
ID: 25343^6
Heals you for up to @1 hit points.
ID: 25344^6
Heals you for up to @1 hit points.
ID: 25345^6
Uses your righteous indignation to strike your foe with extra fury.
ID: 25346^6
Uses your righteous indignation to strike your foe with extra fury.
ID: 25347^6
Uses your righteous indignation to strike your foe with extra fury.
ID: 25348^6
A free-target spell which can cure many detrimental effects and performs a light heal on targets within the area of effect.
ID: 25349^6
A free-target spell which can cure many detrimental effects and performs a light heal on targets within the area of effect.
ID: 25350^6
A free-target spell which can cure many detrimental effects and performs a light heal on targets within the area of effect.
ID: 25351^6
Surrounds your group with Brell's tellurian rampart, increasing their hit points for %z.
ID: 25352^6
Surrounds your group with Brell's tellurian rampart, increasing their hit points for %z.
ID: 25353^6
Surrounds your group with Brell's tellurian rampart, increasing their hit points for %z.
ID: 25354^6
Places the mark of the pious on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 25355^6
Places the mark of the pious on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 25356^6
Places the mark of the pious on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 25357^6
Heals yourself of severe wounds. This spell will provide more healing the lower your health is when cast.
ID: 25358^6
Heals yourself of severe wounds. This spell will provide more healing the lower your health is when cast.
ID: 25359^6
Heals yourself of severe wounds. This spell will provide more healing the lower your health is when cast.
ID: 25360^6
Emanates a wave of penitence from the caster, healing @1 hit points for everyone in your group.
ID: 25361^6
Emanates a wave of penitence from the caster, healing @1 hit points for everyone in your group.
ID: 25362^6
Emanates a wave of penitence from the caster, healing @1 hit points for everyone in your group.
ID: 25363^6
Channels the power of sunlight, consuming up to #1 mana to heal your group. This spell requires you to be in a group to function properly.
ID: 25364^6
Channels the power of sunlight, consuming up to #1 mana to heal your group. This spell requires you to be in a group to function properly.
ID: 25365^6
Channels the power of sunlight, consuming up to #1 mana to heal your group. This spell requires you to be in a group to function properly.
ID: 25366^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. This spell will cause additional damage to undead or summoned creatures. Generates additional hate.
ID: 25367^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. This spell will cause additional damage to undead or summoned creatures. Generates additional hate.
ID: 25368^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. This spell will cause additional damage to undead or summoned creatures. Generates additional hate.
ID: 25369^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 25370^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 25371^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 25372^6
Strikes your target with earnest fury. This spell will cause additional damage to undead creatures.
ID: 25373^6
Strikes your target with earnest fury. This spell will cause additional damage to undead creatures.
ID: 25374^6
Strikes your target with earnest fury. This spell will cause additional damage to undead creatures.
ID: 25375^6
Strikes your target with the force of Marr, briefly stunning them. This effect works on creatures up to level @1.
ID: 25376^6
Strikes your target with the force of Marr, briefly stunning them. This effect works on creatures up to level @1.
ID: 25377^6
Strikes your target with the force of Marr, briefly stunning them. This effect works on creatures up to level @1.
ID: 25378^6
A direct damage spell which reflects a healing twincast upon the caster. This spell will cause additional damage to undead or summoned creatures.
ID: 25379^6
A direct damage spell which reflects a healing twincast upon the caster. This spell will cause additional damage to undead or summoned creatures.
ID: 25380^6
A direct damage spell which reflects a healing twincast upon the caster. This spell will cause additional damage to undead or summoned creatures.
ID: 25381^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 25382^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 25383^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 25384^6
Bathes you in a holy blessing, increasing your attack rating, strength, and armor class. When struck in melee there is a chance to receive a heal. This blessing will fade after you have been healed 32 times.
ID: 25385^6
Bathes you in a holy blessing, increasing your attack rating, strength, and armor class. When struck in melee there is a chance to receive a heal. This blessing will fade after you have been healed 32 times.
ID: 25386^6
Bathes you in a holy blessing, increasing your attack rating, strength, and armor class. When struck in melee there is a chance to receive a heal. This blessing will fade after you have been healed 32 times.
ID: 25387^6
Heals #1 hit points initially. Heals #2 hit points every six seconds.
ID: 25388^6
Heals #1 hit points initially. Heals #2 hit points every six seconds.
ID: 25389^6
Heals #1 hit points initially. Heals #2 hit points every six seconds.
ID: 25390^6
Gives the target's target a melee guard buff and a boon of healing.
ID: 25391^6
Gives the target's target a melee guard buff and a boon of healing.
ID: 25392^6
Gives the target's target a melee guard buff and a boon of healing.
ID: 25393^6
Grants you the chance to receive a melee absorbing guard when struck.
ID: 25394^6
Grants you the chance to receive a melee absorbing guard when struck.
ID: 25395^6
Grants you the chance to receive a melee absorbing guard when struck.
ID: 25396^6
Places a protective confession on your target, absorbing #1 percent of incoming melee damage. This spell absorbs @1 points of damage before dissipating.
ID: 25397^6
Places a protective confession on your target, absorbing #1 percent of incoming melee damage. This spell absorbs @1 points of damage before dissipating.
ID: 25398^6
Places a protective confession on your target, absorbing #1 percent of incoming melee damage. This spell absorbs @1 points of damage before dissipating.
ID: 25399^6
Bathes your weapon in pure light, providing a chance to do strike more often and deal more damage to your foes for %z.
ID: 25400^6
Bathes your weapon in pure light, providing a chance to do strike more often and deal more damage to your foes for %z.
ID: 25401^6
Bathes your weapon in pure light, providing a chance to do strike more often and deal more damage to your foes for %z.
ID: 25402^6
Uses your righteous indignation to strike your foe with extra fury.
ID: 25403^6
Uses your righteous indignation to strike your foe with extra fury.
ID: 25404^6
Uses your righteous indignation to strike your foe with extra fury.
ID: 25405^6
Strikes your foe with righteous indignation.
ID: 25406^6
Strikes your foe with righteous indignation.
ID: 25407^6
Strikes your foe with righteous indignation.
ID: 25408^6
Removes detrimental effects on player targets.
ID: 25409^6
Removes detrimental effects on player targets.
ID: 25410^6
Removes detrimental effects on player targets.
ID: 25411^6
Calls out a target, striking them with arrows and causing them to take more damage from archery attacks.
ID: 25412^6
Calls out a target, striking them with arrows and causing them to take more damage from archery attacks.
ID: 25413^6
Calls out a target, striking them with arrows and causing them to take more damage from archery attacks.
ID: 25414^6
Increases the amount of damage taken from archery.
ID: 25415^6
Increases the amount of damage taken from archery.
ID: 25416^6
Increases the amount of damage taken from archery.
ID: 25417^6
Blankets your target in a drifting cloud, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 25418^6
Blankets your target in a drifting cloud, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 25419^6
Blankets your target in a drifting cloud, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 25420^6
Mends severe wounds, healing up to @1 hit points.
ID: 25421^6
Mends severe wounds, healing up to @1 hit points.
ID: 25422^6
Mends severe wounds, healing up to @1 hit points.
ID: 25423^6
Commands a swarm of scarabs to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 25424^6
Commands a swarm of scarabs to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 25425^6
Commands a swarm of scarabs to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 25426^6
Surrounds your target in a shield of nettles that cause damage to anything that strikes them for %z.
ID: 25427^6
Surrounds your target in a shield of nettles that cause damage to anything that strikes them for %z.
ID: 25428^6
Surrounds your target in a shield of nettles that cause damage to anything that strikes them for %z.
ID: 25429^6
Cloaks your target in quills, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 25430^6
Cloaks your target in quills, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 25431^6
Cloaks your target in quills, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 25432^6
Unleashes a pair of hook kicks to your target's head, sometimes causing partial memory loss.
ID: 25433^6
Unleashes a pair of hook kicks to your target's head, sometimes causing partial memory loss.
ID: 25434^6
Unleashes a pair of hook kicks to your target's head, sometimes causing partial memory loss.
ID: 25435^6
Imbues your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 25436^6
Imbues your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 25437^6
Imbues your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 25438^6
Instant Duration.
ID: 25439^6
Instant Duration.
ID: 25440^6
Instant Duration.
ID: 25441^6
Blesses your target with the strength of the thicket stalker, increasing their hit points and attack rating for %z.
ID: 25442^6
Blesses your target with the strength of the thicket stalker, increasing their hit points and attack rating for %z.
ID: 25443^6
Blesses your target with the strength of the thicket stalker, increasing their hit points and attack rating for %z.
ID: 25444^6
Calls forth a biting wind to encase your target in ice, doing @1 damage.
ID: 25445^6
Calls forth a biting wind to encase your target in ice, doing @1 damage.
ID: 25446^6
Calls forth a biting wind to encase your target in ice, doing @1 damage.
ID: 25447^6
Summons a swarm of angry hornets which attacks the target and places a stinging shield on the target's target.
ID: 25448^6
Summons a swarm of angry hornets which attacks the target and places a stinging shield on the target's target.
ID: 25449^6
Summons a swarm of angry hornets which attacks the target and places a stinging shield on the target's target.
ID: 25450^6
A swarm of angry hornets stings you, doing #1 damage every six seconds for %z.
ID: 25451^6
A swarm of angry hornets stings you, doing #1 damage every six seconds for %z.
ID: 25452^6
A swarm of angry hornets stings you, doing #1 damage every six seconds for %z.
ID: 25453^6
A swarm of angry hornets deals #5 damage to your attacker each time you are struck in battle.
ID: 25454^6
A swarm of angry hornets deals #5 damage to your attacker each time you are struck in battle.
ID: 25455^6
A swarm of angry hornets deals #5 damage to your attacker each time you are struck in battle.
ID: 25456^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 25457^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 25458^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 25459^6
Ignites your target's skin, doing up to @1 damage.
ID: 25460^6
Ignites your target's skin, doing up to @1 damage.
ID: 25461^6
Ignites your target's skin, doing up to @1 damage.
ID: 25462^6
Looses a magical arrow against an unsuspecting target, inflicting #1 damage. Your target cannot be in combat. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 25463^6
Looses a magical arrow against an unsuspecting target, inflicting #1 damage. Your target cannot be in combat. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 25464^6
Looses a magical arrow against an unsuspecting target, inflicting #1 damage. Your target cannot be in combat. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 25465^6
Blankets your target in a lingering cloud, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1.
ID: 25466^6
Blankets your target in a lingering cloud, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1.
ID: 25467^6
Blankets your target in a lingering cloud, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1.
ID: 25468^6
The roar of the predator imparts your group with increased attack rating and double attack chance for up to %z.
ID: 25469^6
The roar of the predator imparts your group with increased attack rating and double attack chance for up to %z.
ID: 25470^6
The roar of the predator imparts your group with increased attack rating and double attack chance for up to %z.
ID: 25471^6
Surrounds your body in a coat of quills that increases your armor class and harms those that strike you for %z.
ID: 25472^6
Surrounds your body in a coat of quills that increases your armor class and harms those that strike you for %z.
ID: 25473^6
Surrounds your body in a coat of quills that increases your armor class and harms those that strike you for %z.
ID: 25474^6
Imbues your body with vigor, regenerating #1 hit points every six seconds for %z.
ID: 25475^6
Imbues your body with vigor, regenerating #1 hit points every six seconds for %z.
ID: 25476^6
Imbues your body with vigor, regenerating #1 hit points every six seconds for %z.
ID: 25477^6
Splashes your target in a deluge of healing waters, healing up to @1 points of damage.
ID: 25478^6
Splashes your target in a deluge of healing waters, healing up to @1 points of damage.
ID: 25479^6
Splashes your target in a deluge of healing waters, healing up to @1 points of damage.
ID: 25480^6
Imbues your weapons with devastating power, allowing them a chance to strike with the fury of a feral beast.
ID: 25481^6
Imbues your weapons with devastating power, allowing them a chance to strike with the fury of a feral beast.
ID: 25482^6
Imbues your weapons with devastating power, allowing them a chance to strike with the fury of a feral beast.
ID: 25483^6
Instant Duration.
ID: 25484^6
Instant Duration.
ID: 25485^6
Instant Duration.
ID: 25486^6
Makes your eyes like those of the wolf for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 25487^6
Makes your eyes like those of the wolf for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 25488^6
Makes your eyes like those of the wolf for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 25489^6
Conjures a fusillade of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 25490^6
Conjures a fusillade of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 25491^6
Conjures a fusillade of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 25492^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 25493^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 25494^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 25495^6
Burns your target's skin with a summer storm, inflicting damage separately from searing heat and a chilling rain. Enemies find this spell particularly infuriating.
ID: 25496^6
Burns your target's skin with a summer storm, inflicting damage separately from searing heat and a chilling rain. Enemies find this spell particularly infuriating.
ID: 25497^6
Burns your target's skin with a summer storm, inflicting damage separately from searing heat and a chilling rain. Enemies find this spell particularly infuriating.
ID: 25498^6
Instant Duration.
ID: 25499^6
Instant Duration.
ID: 25500^6
Instant Duration.
ID: 25501^6
Instant Duration.
ID: 25502^6
Instant Duration.
ID: 25503^6
Instant Duration.
ID: 25504^6
Inflicts a brutal blow to the head causing your enemy to fly backwards, root their feet to the ground, and forget their attacker.
ID: 25505^6
Inflicts a brutal blow to the head causing your enemy to fly backwards, root their feet to the ground, and forget their attacker.
ID: 25506^6
Inflicts a brutal blow to the head causing your enemy to fly backwards, root their feet to the ground, and forget their attacker.
ID: 25507^6
Roots your feet to the ground for %z.
ID: 25508^6
Roots your feet to the ground for %z.
ID: 25509^6
Roots your feet to the ground for %z.
ID: 25510^6
Causes you to forget your hatred for your enemies.
ID: 25511^6
Causes you to forget your hatred for your enemies.
ID: 25512^6
Causes you to forget your hatred for your enemies.
ID: 25513^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 25514^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 25515^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 25516^6
Instant Duration.
ID: 25517^6
Instant Duration.
ID: 25518^6
Instant Duration.
ID: 25519^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 25520^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 25521^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 25522^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 25523^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 25524^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 25525^6
Imbues your bow with energy, increasing archery accuracy and damage.
ID: 25526^6
Imbues your bow with energy, increasing archery accuracy and damage.
ID: 25527^6
Imbues your bow with energy, increasing archery accuracy and damage.
ID: 25528^6
Looses a barbed arrow that rends the flesh of an animal or humanoid target, dealing #1 damage. Generates additional hate. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 25529^6
Looses a barbed arrow that rends the flesh of an animal or humanoid target, dealing #1 damage. Generates additional hate. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 25530^6
Looses a barbed arrow that rends the flesh of an animal or humanoid target, dealing #1 damage. Generates additional hate. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 25531^6
Consumes you with the thrill of the hunt, which grants an increase to your offensive capabilities for a short while if you are the one responsible for the death of a challenging foe.
ID: 25532^6
Consumes you with the thrill of the hunt, which grants an increase to your offensive capabilities for a short while if you are the one responsible for the death of a challenging foe.
ID: 25533^6
Consumes you with the thrill of the hunt, which grants an increase to your offensive capabilities for a short while if you are the one responsible for the death of a challenging foe.
ID: 25534^6
Increases critical strike chance and accuracy.
ID: 25535^6
Increases critical strike chance and accuracy.
ID: 25536^6
Increases critical strike chance and accuracy.
ID: 25537^6
Launches a flight of arrows at the target.
ID: 25538^6
Launches a flight of arrows at the target.
ID: 25539^6
Launches a flight of arrows at the target.
ID: 25540^6
A narrower torrent of arrows aimed at a single target rather than a group.
ID: 25541^6
A narrower torrent of arrows aimed at a single target rather than a group.
ID: 25542^6
A narrower torrent of arrows aimed at a single target rather than a group.
ID: 25555^6
Summons your target's corpse to you. This spell works on characters up to level #1. Consumes a pair of tiny jade inlaid coffins when cast.
ID: 25556^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a horriffic strike. The strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 25557^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a horriffic strike. The strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 25558^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a horriffic strike. The strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 25559^6
Instant Duration.
ID: 25560^6
Instant Duration.
ID: 25561^6
Instant Duration.
ID: 25562^6
#10 percent of melee damage done will be returned as healing.
ID: 25563^6
#10 percent of melee damage done will be returned as healing.
ID: 25564^6
#10 percent of melee damage done will be returned as healing.
ID: 25565^6
Surrounds your body with an aura of vengeful spirits, causing damage to anyone who strikes you for %z. Requires, but does not consume, a pearl when cast.
ID: 25566^6
Surrounds your body with an aura of vengeful spirits, causing damage to anyone who strikes you for %z. Requires, but does not consume, a pearl when cast.
ID: 25567^6
Surrounds your body with an aura of vengeful spirits, causing damage to anyone who strikes you for %z. Requires, but does not consume, a pearl when cast.
ID: 25568^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 25569^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 25570^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 25571^6
Heals #6 hit points every six seconds.
ID: 25572^6
Heals #6 hit points every six seconds.
ID: 25573^6
Heals #6 hit points every six seconds.
ID: 25574^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 25575^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 25576^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 25577^6
Heals #7 hit points every six seconds. Increases mana by #8 every six seconds.
ID: 25578^6
Heals #7 hit points every six seconds. Increases mana by #8 every six seconds.
ID: 25579^6
Heals #7 hit points every six seconds. Increases mana by #8 every six seconds.
ID: 25580^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 25581^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 25582^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 25583^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 25584^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 25585^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 25586^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 25587^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 25588^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 25589^6
Increases armor class by #7.
ID: 25590^6
Increases armor class by #7.
ID: 25591^6
Increases armor class by #7.
ID: 25592^6
Summons a despairing darkness that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z. This spell will still damage (but not bind) creatures that are immune to movement rate changes.
ID: 25593^6
Summons a despairing darkness that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z. This spell will still damage (but not bind) creatures that are immune to movement rate changes.
ID: 25594^6
Summons a despairing darkness that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z. This spell will still damage (but not bind) creatures that are immune to movement rate changes.
ID: 25595^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 25596^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 25597^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 25598^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 25599^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 25600^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 25601^6
Instant Duration.
ID: 25602^6
Instant Duration.
ID: 25603^6
Instant Duration.
ID: 25604^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 25605^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 25606^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 25607^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 25608^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 25609^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 25610^6
Transforms you into a skeleton for %z.
ID: 25611^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage and damaging your attackers for %z. The souls will fade away after absorbing @5 damage.
ID: 25612^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage and damaging your attackers for %z. The souls will fade away after absorbing @5 damage.
ID: 25613^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage and damaging your attackers for %z. The souls will fade away after absorbing @5 damage.
ID: 25614^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 25615^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 25616^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 25617^6
Animates an undead servant. Consumes bone chips when cast.
ID: 25618^6
Animates an undead servant. Consumes bone chips when cast.
ID: 25619^6
Animates an undead servant. Consumes bone chips when cast.
ID: 25620^6
A spell which will channel destructive energy into your pet, exploding it.
ID: 25621^6
A spell which will channel destructive energy into your pet, exploding it.
ID: 25622^6
A spell which will channel destructive energy into your pet, exploding it.
ID: 25623^6
This component of the Unsavory Sacrifice spell damages enemies within a certain radius.
ID: 25624^6
This component of the Unsavory Sacrifice spell damages enemies within a certain radius.
ID: 25625^6
This component of the Unsavory Sacrifice spell damages enemies within a certain radius.
ID: 25626^6
This component of the Unsavory Sacrifice spell dooms the pet to self-destruction.
ID: 25627^6
This component of the Unsavory Sacrifice spell dooms the pet to self-destruction.
ID: 25628^6
This component of the Unsavory Sacrifice spell dooms the pet to self-destruction.
ID: 25629^6
Grips your body in an unholy darkness, slowly draining your health while increasing your attack rating.
ID: 25630^6
Grips your body in an unholy darkness, slowly draining your health while increasing your attack rating.
ID: 25631^6
Grips your body in an unholy darkness, slowly draining your health while increasing your attack rating.
ID: 25632^6
Reduces your movement rate for up to %z.
ID: 25633^6
Reduces your movement rate for up to %z.
ID: 25634^6
Reduces your movement rate for up to %z.
ID: 25635^6
Covers your body in a protective cloak of fear for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 25636^6
Covers your body in a protective cloak of fear for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 25637^6
Covers your body in a protective cloak of fear for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 25638^6
Hurls a gorgon spear at your target, doing #1 damage.
ID: 25639^6
Hurls a gorgon spear at your target, doing #1 damage.
ID: 25640^6
Hurls a gorgon spear at your target, doing #1 damage.
ID: 25641^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 25642^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 25643^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 25644^6
Decreases maximum hit points by #8. This effect will decay over time.
ID: 25645^6
Decreases maximum hit points by #8. This effect will decay over time.
ID: 25646^6
Decreases maximum hit points by #8. This effect will decay over time.
ID: 25647^6
A powerful lifetap spell that drains your target for up to @1 damage.
ID: 25648^6
A powerful lifetap spell that drains your target for up to @1 damage.
ID: 25649^6
A powerful lifetap spell that drains your target for up to @1 damage.
ID: 25650^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 25651^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 25652^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 25653^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 25654^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 25655^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 25656^6
Absorbs up to $6 damage from incoming melee attacks for the next three attacks that strike you.
ID: 25657^6
Absorbs up to $6 damage from incoming melee attacks for the next three attacks that strike you.
ID: 25658^6
Absorbs up to $6 damage from incoming melee attacks for the next three attacks that strike you.
ID: 25659^6
This spell corrupts your target, reducing their resistance to disease and doing #2 damage every six seconds for up to %z.
ID: 25660^6
This spell corrupts your target, reducing their resistance to disease and doing #2 damage every six seconds for up to %z.
ID: 25661^6
This spell corrupts your target, reducing their resistance to disease and doing #2 damage every six seconds for up to %z.
ID: 25662^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 25663^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 25664^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 25665^6
Instant Duration.
ID: 25666^6
Instant Duration.
ID: 25667^6
Instant Duration.
ID: 25668^6
Instant Duration.
ID: 25669^6
Instant Duration.
ID: 25670^6
Instant Duration.
ID: 25671^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 25672^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 25673^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 25674^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 25675^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 25676^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 25677^6
Increases hate generated by #2 percent. Increases maximum hit points by #6.
ID: 25678^6
Increases hate generated by #2 percent. Increases maximum hit points by #6.
ID: 25679^6
Increases hate generated by #2 percent. Increases maximum hit points by #6.
ID: 25680^6
Drains #1 life from your target.
ID: 25681^6
Drains #1 life from your target.
ID: 25682^6
Drains #1 life from your target.
ID: 25683^6
The mantle's shattering heals you for #1.
ID: 25684^6
The mantle's shattering heals you for #1.
ID: 25685^6
The mantle's shattering heals you for #1.
ID: 25689^6
Opens a mystical portal that teleports your target to the Butcherblock Mountains.
ID: 25690^6
Opens a mystical portal that teleports your target to the Commonlands.
ID: 25691^6
Opens a mystical portal that teleports your target to Barindu.
ID: 25692^6
Opens a mystical portal that teleports your target to the Bloodfields.
ID: 25693^6
Opens a mystical portal that teleports your target to Cobalt Scar.
ID: 25694^6
Opens a mystical portal that teleports your target to the Dreadlands.
ID: 25695^6
Opens a mystical portal that teleports your target to the Feerrott.
ID: 25696^6
Opens a mystical portal that teleports your target to the Great Divide.
ID: 25697^6
Opens a mystical portal that teleports your target to the Grimling Forest.
ID: 25698^6
Opens a mystical portal that teleports your target to the Iceclad Ocean.
ID: 25699^6
Opens a mystical portal that teleports your target to Misty Thicket.
ID: 25700^6
Opens a mystical portal that teleports your target to Natimbi, the Broken Shores.
ID: 25701^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 25702^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 25703^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 25704^6
Increases your target's maximum hit points by #8. This bonus will decay over time.
ID: 25705^6
Increases your target's maximum hit points by #8. This bonus will decay over time.
ID: 25706^6
Increases your target's maximum hit points by #8. This bonus will decay over time.
ID: 25707^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 25708^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 25709^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 25710^6
Cleanses your group of minor corruption.
ID: 25711^6
Cleanses your group of minor corruption.
ID: 25712^6
Cleanses your group of minor corruption.
ID: 25713^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 25714^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 25715^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 25716^6
Splits your magic, allowing you to twincast any damage spell.
ID: 25717^6
Splits your magic, allowing you to twincast any damage spell.
ID: 25718^6
Splits your magic, allowing you to twincast any damage spell.
ID: 25719^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 25720^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 25721^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 25722^6
Calls a cyclone of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 25723^6
Calls a cyclone of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 25724^6
Calls a cyclone of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 25725^6
Surrounds your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell will also reflect healing upon your target's target.
ID: 25726^6
Surrounds your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell will also reflect healing upon your target's target.
ID: 25727^6
Surrounds your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell will also reflect healing upon your target's target.
ID: 25728^6
Heals your target's target for up to @1 hit points.
ID: 25729^6
Heals your target's target for up to @1 hit points.
ID: 25730^6
Heals your target's target for up to @1 hit points.
ID: 25731^6
Fills your target with the power of the mammoth, increasing their attack rating by #3 and the damage they are capable of for %z.
ID: 25732^6
Fills your target with the power of the mammoth, increasing their attack rating by #3 and the damage they are capable of for %z.
ID: 25733^6
Fills your target with the power of the mammoth, increasing their attack rating by #3 and the damage they are capable of for %z.
ID: 25734^6
Calms the savage spirit of your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 25735^6
Calms the savage spirit of your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 25736^6
Calms the savage spirit of your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 25737^6
Causes your target's skin to sprout thornspurs. This effect will cause #10 damage to any creatures that strike them. There is a chance that the spurs will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 25738^6
Causes your target's skin to sprout thornspurs. This effect will cause #10 damage to any creatures that strike them. There is a chance that the spurs will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 25739^6
Causes your target's skin to sprout thornspurs. This effect will cause #10 damage to any creatures that strike them. There is a chance that the spurs will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 25740^6
Causes your target's skin to sprout large spikes and hardened skin. This effect will cause heavy damage to any creatures that strike them.
ID: 25741^6
Fires a scorching sunray at your target for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 25742^6
Fires a scorching sunray at your target for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 25743^6
Fires a scorching sunray at your target for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 25744^6
Summons a stormborn wind shear, stunning your target and causing up to @1 damage.
ID: 25745^6
Summons a stormborn wind shear, stunning your target and causing up to @1 damage.
ID: 25746^6
Summons a stormborn wind shear, stunning your target and causing up to @1 damage.
ID: 25747^6
Covers your target in a layer of glacial ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z. This spell will reflect a bracing heal on your target's target.
ID: 25748^6
Covers your target in a layer of glacial ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z. This spell will reflect a bracing heal on your target's target.
ID: 25749^6
Covers your target in a layer of glacial ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z. This spell will reflect a bracing heal on your target's target.
ID: 25750^6
Heals your target's target for @11 hit points every six seconds for %z.
ID: 25751^6
Heals your target's target for @11 hit points every six seconds for %z.
ID: 25752^6
Heals your target's target for @11 hit points every six seconds for %z.
ID: 25753^6
Surrounds your target in a shield of bonebriars that causes damage to anything that strikes them for %z.
ID: 25754^6
Surrounds your target in a shield of bonebriars that causes damage to anything that strikes them for %z.
ID: 25754^28
Take a Nap
ID: 25755^6
Surrounds your target in a shield of bonebriars that causes damage to anything that strikes them for %z.
ID: 25756^6
Hardens the skin of your target, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 25757^6
Hardens the skin of your target, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 25758^6
Hardens the skin of your target, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 25759^6
Mends severe wounds, healing up to @1 damage.
ID: 25760^6
Mends severe wounds, healing up to @1 damage.
ID: 25761^6
Mends severe wounds, healing up to @1 damage.
ID: 25762^6
Imbues your target with the promise of a great heal in %z.
ID: 25763^6
Imbues your target with the promise of a great heal in %z.
ID: 25764^6
Imbues your target with the promise of a great heal in %z.
ID: 25765^6
Instant Duration.
ID: 25766^6
Instant Duration.
ID: 25767^6
Instant Duration.
ID: 25768^6
Sharpens your vision, giving you the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 25769^6
Sharpens your vision, giving you the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 25770^6
Sharpens your vision, giving you the ability to see creatures with enhanced invisibility. This spell can only be used outdoors.
ID: 25771^6
Surrounds your group in a wildfire aura, adding bursts of flame to any damaging spells they cast.
ID: 25772^6
Surrounds your group in a wildfire aura, adding bursts of flame to any damaging spells they cast.
ID: 25773^6
Surrounds your group in a wildfire aura, adding bursts of flame to any damaging spells they cast.
ID: 25774^6
Adds a burst of flame to damaging spells you cast.
ID: 25775^6
Adds a burst of flame to damaging spells you cast.
ID: 25776^6
Adds a burst of flame to damaging spells you cast.
ID: 25777^6
Burns your target for @1 damage.
ID: 25778^6
Burns your target for @1 damage.
ID: 25779^6
Burns your target for @1 damage.
ID: 25780^6
Commands a horde of scoriae to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 25781^6
Commands a horde of scoriae to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 25782^6
Commands a horde of scoriae to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 25783^6
Surrounds your body in a coat of bonebriars that increases your armor class and harms those that strike you for %z.
ID: 25784^6
Surrounds your body in a coat of bonebriars that increases your armor class and harms those that strike you for %z.
ID: 25785^6
Surrounds your body in a coat of bonebriars that increases your armor class and harms those that strike you for %z.
ID: 25786^6
Channels the power of daybreak to strike your target for @1 damage. This spell can sometimes trigger a daybreak blessing, which has a chance to empower your next direct damage spell and a smaller chance to weaken damage spells.
ID: 25787^6
Channels the power of daybreak to strike your target for @1 damage. This spell can sometimes trigger a daybreak blessing, which has a chance to empower your next direct damage spell and a smaller chance to weaken damage spells.
ID: 25788^6
Channels the power of daybreak to strike your target for @1 damage. This spell can sometimes trigger a daybreak blessing, which has a chance to empower your next direct damage spell and a smaller chance to weaken damage spells.
ID: 25789^6
Instant Duration.
ID: 25790^6
Increases the damage of direct damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 25791^6
Decreases the damage of direct damage spells by up to #1 percent.
ID: 25792^6
Surrounds your group in a Frostfell aura, adding bursts of ice to any damaging spells they cast.
ID: 25793^6
Surrounds your group in a Frostfell aura, adding bursts of ice to any damaging spells they cast.
ID: 25794^6
Surrounds your group in a Frostfell aura, adding bursts of ice to any damaging spells they cast.
ID: 25795^6
Adds a burst of ice to damaging spells you cast.
ID: 25796^6
Adds a burst of ice to damaging spells you cast.
ID: 25797^6
Adds a burst of ice to damaging spells you cast.
ID: 25798^6
Freezes your target for @1 damage.
ID: 25799^6
Freezes your target for @1 damage.
ID: 25800^6
Freezes your target for @1 damage.
ID: 25801^6
Burns your target for @1 damage and heals your target's target.
ID: 25802^6
Burns your target for @1 damage and heals your target's target.
ID: 25803^6
Burns your target for @1 damage and heals your target's target.
ID: 25804^6
Heals your target's target for up to @1 hit points.
ID: 25805^6
Heals your target's target for up to @1 hit points.
ID: 25806^6
Heals your target's target for up to @1 hit points.
ID: 25807^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants while also increasing the damage they will take from fire-based spells for %z.
ID: 25808^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants while also increasing the damage they will take from fire-based spells for %z.
ID: 25809^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants while also increasing the damage they will take from fire-based spells for %z.
ID: 25810^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 25811^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 25812^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 25813^6
Burns your target's skin with winter's flame, inflicting damage separately from a burning flame and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 25814^6
Burns your target's skin with winter's flame, inflicting damage separately from a burning flame and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 25815^6
Burns your target's skin with winter's flame, inflicting damage separately from a burning flame and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 25816^6
Instant Duration.
ID: 25817^6
Instant Duration.
ID: 25818^6
Instant Duration.
ID: 25819^6
Instant Duration.
ID: 25820^6
Instant Duration.
ID: 25821^6
Instant Duration.
ID: 25822^6
Blankets your target in argent frost, lowering their attack value and armor class for %z. This spell reflects a heal upon your target's target.
ID: 25823^6
Blankets your target in argent frost, lowering their attack value and armor class for %z. This spell reflects a heal upon your target's target.
ID: 25824^6
Blankets your target in argent frost, lowering their attack value and armor class for %z. This spell reflects a heal upon your target's target.
ID: 25825^6
Heals your target's target for up to @1 hit points.
ID: 25826^6
Heals your target's target for up to @1 hit points.
ID: 25827^6
Heals your target's target for up to @1 hit points.
ID: 25828^6
Freezes your target in a gelid moonbeam, dealing between #2 and @2 damage every six seconds, lowering their armor class and resistance to cold, and increasing the amount of damage they take from cold spells for %z.
ID: 25829^6
Freezes your target in a gelid moonbeam, dealing between #2 and @2 damage every six seconds, lowering their armor class and resistance to cold, and increasing the amount of damage they take from cold spells for %z.
ID: 25830^6
Freezes your target in a gelid moonbeam, dealing between #2 and @2 damage every six seconds, lowering their armor class and resistance to cold, and increasing the amount of damage they take from cold spells for %z.
ID: 25831^6
Summons a polyporous sporali ally to attack your target with poison for up to @1 seconds.
ID: 25832^6
Summons a polyporous sporali ally to attack your target with poison for up to @1 seconds.
ID: 25833^6
Summons a polyporous sporali ally to attack your target with poison for up to @1 seconds.
ID: 25834^6
Poisons your target, dealing up to @1 damage.
ID: 25835^6
Poisons your target, dealing up to @1 damage.
ID: 25836^6
Poisons your target, dealing up to @1 damage.
ID: 25837^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 25838^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 25839^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 25840^6
Heals #8 hit points every six seconds.
ID: 25841^6
Heals #8 hit points every six seconds.
ID: 25842^6
Heals #8 hit points every six seconds.
ID: 25843^6
Lowers your target's attack power and armor class for %z.
ID: 25844^6
Lowers your target's attack power and armor class for %z.
ID: 25845^6
Lowers your target's attack power and armor class for %z.
ID: 25846^6
Burns your target's target for up to #1, and grants you a twincast of the next two heals cast.
ID: 25847^6
Burns your target's target for up to #1, and grants you a twincast of the next two heals cast.
ID: 25848^6
Burns your target's target for up to #1, and grants you a twincast of the next two heals cast.
ID: 25849^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 25850^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 25851^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 25852^6
Ignites your target's skin, doing up to @1 damage.
ID: 25853^6
Ignites your target's skin, doing up to @1 damage.
ID: 25854^6
Ignites your target's skin, doing up to @1 damage.
ID: 25855^6
Infuses your party with the healing power of the glade, allowing their damaging spells to heal their target's target. These heals will not generate additional hatred.
ID: 25856^6
Infuses your party with the healing power of the glade, allowing their damaging spells to heal their target's target. These heals will not generate additional hatred.
ID: 25857^6
Infuses your party with the healing power of the glade, allowing their damaging spells to heal their target's target. These heals will not generate additional hatred.
ID: 25858^6
Heals your target's target for #1 hit points.
ID: 25859^6
Heals your target's target for #1 hit points.
ID: 25860^6
Heals your target's target for #1 hit points.
ID: 25861^6
Grants you the appearance of a member of the glade.
ID: 25862^6
Surrounds your group in a shield of bonebriar that causes damage to anything that strikes them for %z.
ID: 25863^6
Surrounds your group in a shield of bonebriar that causes damage to anything that strikes them for %z.
ID: 25864^6
Surrounds your group in a shield of bonebriar that causes damage to anything that strikes them for %z.
ID: 25865^6
Hardens the skin of your group, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 25866^6
Hardens the skin of your group, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 25867^6
Hardens the skin of your group, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 25868^6
Summons argent crystals, causing @1 damage to your target.
ID: 25869^6
Summons argent crystals, causing @1 damage to your target.
ID: 25870^6
Summons argent crystals, causing @1 damage to your target.
ID: 25871^6
Covers your face in the mask of the raptor for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 25872^6
Covers your face in the mask of the raptor for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 25873^6
Covers your face in the mask of the raptor for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 25874^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 25875^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 25876^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 25877^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 25878^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 25879^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 25880^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 25881^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 25882^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 25883^6
Rejuvenates your target, healing up to #1 damage.
ID: 25884^6
Rejuvenates your target, healing up to #1 damage.
ID: 25885^6
Rejuvenates your target, healing up to #1 damage.
ID: 25886^6
Surrounds your target with a surge of bonebriars, damaging anything that attacks them. These briars will then regrow, damaging attackers and healing their host.
ID: 25887^6
Surrounds your target with a surge of bonebriars, damaging anything that attacks them. These briars will then regrow, damaging attackers and healing their host.
ID: 25888^6
Surrounds your target with a surge of bonebriars, damaging anything that attacks them. These briars will then regrow, damaging attackers and healing their host.
ID: 25889^6
Damages your attackers and heals #12 points of damage.
ID: 25890^6
Damages your attackers and heals #12 points of damage.
ID: 25891^6
Damages your attackers and heals #12 points of damage.
ID: 25892^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 25893^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 25894^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 25898^6
Opens a mystical portal that teleports your target to the Nexus.
ID: 25899^6
Opens a mystical portal that teleports your target to the Northern Plains of Karana.
ID: 25900^6
Opens a mystical portal that teleports your target to Surefall Glade.
ID: 25901^6
Opens a mystical portal that teleports your target to the South Desert of Ro.
ID: 25902^6
Opens a mystical portal that teleports your target to Steamfont Mountains.
ID: 25903^6
Opens a mystical portal that teleports your target to the Stonebrunt Mountains.
ID: 25904^6
Opens a mystical portal that teleports your target to Toxxulia Forest.
ID: 25905^6
Opens a mystical portal that teleports your target to the Twilight Sea.
ID: 25906^6
Opens a mystical portal that teleports your target to the Wakening Lands.
ID: 25907^6
Strikes your opponent with three flying kicks while making them weaker against additional flying kick attacks.
ID: 25908^6
Strikes your opponent with three flying kicks while making them weaker against additional flying kick attacks.
ID: 25909^6
Strikes your opponent with three flying kicks while making them weaker against additional flying kick attacks.
ID: 25910^6
Weakens you against incoming flying kicks.
ID: 25911^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 25912^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 25913^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 25914^6
Your hands blur, pummeling your opponent with seemingly endless fists.
ID: 25915^6
Your hands blur, pummeling your opponent with seemingly endless fists.
ID: 25916^6
Your hands blur, pummeling your opponent with seemingly endless fists.
ID: 25917^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 25918^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 25919^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 25920^6
Instant Duration.
ID: 25921^6
Instant Duration.
ID: 25922^6
Instant Duration.
ID: 25923^6
Strengthens the skin on your hands, allowing you to perform especially damaging special attacks for %z.
ID: 25924^6
Strengthens the skin on your hands, allowing you to perform especially damaging special attacks for %z.
ID: 25925^6
Strengthens the skin on your hands, allowing you to perform especially damaging special attacks for %z.
ID: 25926^6
With six simple steps, you attack your opponent with three successive tiger claw punches.
ID: 25927^6
With six simple steps, you attack your opponent with three successive tiger claw punches.
ID: 25928^6
With six simple steps, you attack your opponent with three successive tiger claw punches.
ID: 25929^6
You fade your body from this plane, making it much more difficult for your opponents to strike you.
ID: 25930^6
You fade your body from this plane, making it much more difficult for your opponents to strike you.
ID: 25931^6
You fade your body from this plane, making it much more difficult for your opponents to strike you.
ID: 25932^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 25933^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 25934^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 25935^6
Increases negative health limit by #1. Heals you every six seconds. The amount healed will increase if you are at especially low health.
ID: 25936^6
Increases negative health limit by #1. Heals you every six seconds. The amount healed will increase if you are at especially low health.
ID: 25937^6
Increases negative health limit by #1. Heals you every six seconds. The amount healed will increase if you are at especially low health.
ID: 25938^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 25939^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 25940^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 25941^6
Focuses your internal energy using the technique of Master Kai. While in this trance your flying kicks will do much greater damage, have a higher chance of hitting, and you will be able to execute them much more frequently.
ID: 25942^6
Focuses your internal energy using the technique of Master Kai. While in this trance your flying kicks will do much greater damage, have a higher chance of hitting, and you will be able to execute them much more frequently.
ID: 25943^6
Focuses your internal energy using the technique of Master Kai. While in this trance your flying kicks will do much greater damage, have a higher chance of hitting, and you will be able to execute them much more frequently.
ID: 25944^6
Briefly increases your chance to counter incoming attacks, but will decrease your damage mitigation afterwards.
ID: 25945^6
Briefly increases your chance to counter incoming attacks, but will decrease your damage mitigation afterwards.
ID: 25946^6
Briefly increases your chance to counter incoming attacks, but will decrease your damage mitigation afterwards.
ID: 25947^6
Decreases your mitigation for %z.
ID: 25948^6
Decreases your mitigation for %z.
ID: 25949^6
Decreases your mitigation for %z.
ID: 25956^6
A long forgotten aria that cleanses the target's body of poison, disease, curses, and corruption.
ID: 25957^6
A long forgotten aria that cleanses the target's body of poison, disease, curses, and corruption.
ID: 25958^6
A long forgotten aria that cleanses the target's body of poison, disease, curses, and corruption.
ID: 25959^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent and increases their chance to flurry.
ID: 25960^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent and increases their chance to flurry.
ID: 25961^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent and increases their chance to flurry.
ID: 25962^6
A quiet lullaby that causes your target to fall into an enchanted sleep and has a chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 25963^6
A quiet lullaby that causes your target to fall into an enchanted sleep and has a chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 25964^6
A quiet lullaby that causes your target to fall into an enchanted sleep and has a chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 25965^6
Increases your companions' health, mana, and endurance regeneration and increases the yield of their healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 25966^6
Increases your companions' health, mana, and endurance regeneration and increases the yield of their healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 25967^6
Increases your companions' health, mana, and endurance regeneration and increases the yield of their healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 25968^6
Adds a defensive barrier that can stun attacking creatures.
ID: 25969^6
Adds a defensive barrier that can stun attacking creatures.
ID: 25970^6
Adds a defensive barrier that can stun attacking creatures.
ID: 25971^6
Stuns creatures up to level @4.
ID: 25972^6
Stuns creatures up to level @4.
ID: 25973^6
Stuns creatures up to level @4.
ID: 25974^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 25975^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 25976^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 25977^6
A quiet song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 25978^6
A quiet song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 25979^6
A quiet song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 25980^6
A defiant drumbeat that allows you and your companions a #1 percent chance to resist blindness, stun, charm, fear, and mesmerization effects.
ID: 25981^6
A defiant drumbeat that allows you and your companions a #1 percent chance to resist blindness, stun, charm, fear, and mesmerization effects.
ID: 25982^6
A defiant drumbeat that allows you and your companions a #1 percent chance to resist blindness, stun, charm, fear, and mesmerization effects.
ID: 25983^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay inside the area of the aura.
ID: 25984^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay inside the area of the aura.
ID: 25985^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay inside the area of the aura.
ID: 25986^6
Regenerates health and mana every six seconds.
ID: 25987^6
Regenerates health and mana every six seconds.
ID: 25988^6
Regenerates health and mana every six seconds.
ID: 25989^6
Covers your group in wisps of ether, granting them protection from melee and spell attacks.
ID: 25990^6
Covers your group in wisps of ether, granting them protection from melee and spell attacks.
ID: 25991^6
Covers your group in wisps of ether, granting them protection from melee and spell attacks.
ID: 25992^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay within earshot of your echo.
ID: 25993^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay within earshot of your echo.
ID: 25994^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay within earshot of your echo.
ID: 25995^6
Regenerates health and mana every six seconds.
ID: 25996^6
Regenerates health and mana every six seconds.
ID: 25997^6
Regenerates health and mana every six seconds.
ID: 25998^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 25999^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 26000^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 26001^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 26002^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 26003^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 26004^6
Your psalm allows your companions a chance to restore some of their expended mana when casting damaging spells. This chance works for spells that are at least level #4 and up to level #7.
ID: 26005^6
Your psalm allows your companions a chance to restore some of their expended mana when casting damaging spells. This chance works for spells that are at least level #4 and up to level #7.
ID: 26006^6
Your psalm allows your companions a chance to restore some of their expended mana when casting damaging spells. This chance works for spells that are at least level #4 and up to level #7.
ID: 26007^6
Restores #1 mana to you.
ID: 26008^6
Restores #1 mana to you.
ID: 26009^6
Restores #1 mana to you.
ID: 26010^6
Causes your companions to be able to cast beneficial spells more often than normal and reduces the hatred generated by such actions. This will benefit spells that are at least level #5 and up to level #8.
ID: 26011^6
Causes your companions to be able to cast beneficial spells more often than normal and reduces the hatred generated by such actions. This will benefit spells that are at least level #5 and up to level #8.
ID: 26012^6
Causes your companions to be able to cast beneficial spells more often than normal and reduces the hatred generated by such actions. This will benefit spells that are at least level #5 and up to level #8.
ID: 26013^6
Calls forth a renewing blessing to regenerate the health and mana of nearby allies.
ID: 26014^6
Calls forth a renewing blessing to regenerate the health and mana of nearby allies.
ID: 26015^6
Calls forth a renewing blessing to regenerate the health and mana of nearby allies.
ID: 26016^6
This psalm increases the effectiveness of fire and magic damage over time spells cast by members of your group. The song improves spells that are between level #3 and level #4.
ID: 26017^6
This psalm increases the effectiveness of fire and magic damage over time spells cast by members of your group. The song improves spells that are between level #3 and level #4.
ID: 26018^6
This psalm increases the effectiveness of fire and magic damage over time spells cast by members of your group. The song improves spells that are between level #3 and level #4.
ID: 26019^6
Grants your companions the ability to add a magical strike to their melee attacks. These strikes will generate less hatred than normal.
ID: 26020^6
Grants your companions the ability to add a magical strike to their melee attacks. These strikes will generate less hatred than normal.
ID: 26021^6
Grants your companions the ability to add a magical strike to their melee attacks. These strikes will generate less hatred than normal.
ID: 26022^6
Strikes your opponent with suffering, doing up to @1 points of damage.
ID: 26023^6
Strikes your opponent with suffering, doing up to @1 points of damage.
ID: 26024^6
Strikes your opponent with suffering, doing up to @1 points of damage.
ID: 26025^6
Those that hear the spry sonata move with a serpentine precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 26026^6
Those that hear the spry sonata move with a serpentine precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 26027^6
Those that hear the spry sonata move with a serpentine precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 26028^6
This energizing aria increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 26029^6
This energizing aria increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 26030^6
This energizing aria increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 26031^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 26032^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 26033^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 26034^6
This song causes your target to fall into an enchanted sleep and has a #2 percent chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 26035^6
This song causes your target to fall into an enchanted sleep and has a #2 percent chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 26036^6
This song causes your target to fall into an enchanted sleep and has a #2 percent chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 26037^6
A bewitching melody that charms the target, allowing you to command it. Affects creatures up to level @1.
ID: 26038^6
A bewitching melody that charms the target, allowing you to command it. Affects creatures up to level @1.
ID: 26039^6
A bewitching melody that charms the target, allowing you to command it. Affects creatures up to level @1.
ID: 26040^6
The song of the warlord inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, damaging attackers by up to @4, and adding damage to their attacks.
ID: 26041^6
The song of the warlord inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, damaging attackers by up to @4, and adding damage to their attacks.
ID: 26042^6
The song of the warlord inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, damaging attackers by up to @4, and adding damage to their attacks.
ID: 26043^6
Fuels the destructive power of your group members, applying an additional damage effect to their attacks and every damaging spell they cast.
ID: 26044^6
Fuels the destructive power of your group members, applying an additional damage effect to their attacks and every damaging spell they cast.
ID: 26045^6
Fuels the destructive power of your group members, applying an additional damage effect to their attacks and every damaging spell they cast.
ID: 26046^6
Instant Duration.
ID: 26047^6
Instant Duration.
ID: 26048^6
Instant Duration.
ID: 26049^6
Instant Duration.
ID: 26050^6
Instant Duration.
ID: 26051^6
Instant Duration.
ID: 26052^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay inside the area of the aura.
ID: 26053^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay inside the area of the aura.
ID: 26054^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay inside the area of the aura.
ID: 26055^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent, their chance to triple attack by #10 percent, and the chance for they and their companions to flurry by #11 percent.
ID: 26056^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent, their chance to triple attack by #10 percent, and the chance for they and their companions to flurry by #11 percent.
ID: 26057^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent, their chance to triple attack by #10 percent, and the chance for they and their companions to flurry by #11 percent.
ID: 26058^6
A dark dirge that causes between #1 and @1 damage to all enemies in an area around your target.
ID: 26059^6
A dark dirge that causes between #1 and @1 damage to all enemies in an area around your target.
ID: 26060^6
A dark dirge that causes between #1 and @1 damage to all enemies in an area around your target.
ID: 26061^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay within earshot of your echo.
ID: 26062^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay within earshot of your echo.
ID: 26063^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay within earshot of your echo.
ID: 26064^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent, their chance to triple attack by #10 percent, and the chance for they and their companions to flurry by #11 percent.
ID: 26065^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent, their chance to triple attack by #10 percent, and the chance for they and their companions to flurry by #11 percent.
ID: 26066^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent, their chance to triple attack by #10 percent, and the chance for they and their companions to flurry by #11 percent.
ID: 26067^6
Words can hurt. These words will do up to #1 damage to your target.
ID: 26068^6
Words can hurt. These words will do up to #1 damage to your target.
ID: 26069^6
Words can hurt. These words will do up to #1 damage to your target.
ID: 26070^6
This song will increase your companions' armor class and give their attacks the chance to strike an infuriating magical blow.
ID: 26071^6
This song will increase your companions' armor class and give their attacks the chance to strike an infuriating magical blow.
ID: 26072^6
This song will increase your companions' armor class and give their attacks the chance to strike an infuriating magical blow.
ID: 26073^6
Strikes your opponent, dealing #1 damage and infuriating them.
ID: 26074^6
Strikes your opponent, dealing #1 damage and infuriating them.
ID: 26075^6
Strikes your opponent, dealing #1 damage and infuriating them.
ID: 26076^6
When Lyssa's song builds to a crescendo it awakens the senses of your group members, restoring their health, mana, and endurance.
ID: 26077^6
When Lyssa's song builds to a crescendo it awakens the senses of your group members, restoring their health, mana, and endurance.
ID: 26078^6
When Lyssa's song builds to a crescendo it awakens the senses of your group members, restoring their health, mana, and endurance.
ID: 26079^6
Instant Duration.
ID: 26080^6
Instant Duration.
ID: 26081^6
Instant Duration.
ID: 26082^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 26083^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 26084^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 26085^6
Causes up to six nearby enemies to fall into an enchanted sleep for up to %z.
ID: 26086^6
Causes up to six nearby enemies to fall into an enchanted sleep for up to %z.
ID: 26087^6
Causes up to six nearby enemies to fall into an enchanted sleep for up to %z.
ID: 26097^6
Strikes an unsuspecting opponent with a focused blow, stunning them. This will only work on targets up to level @1.
ID: 26098^6
Strikes an unsuspecting opponent with a focused blow, stunning them. This will only work on targets up to level @1.
ID: 26099^6
Strikes an unsuspecting opponent with a focused blow, stunning them. This will only work on targets up to level @1.
ID: 26100^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 26101^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 26102^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 26103^6
Makes your target an easy mark, stunning them and increasing the damage they take from piercing weapons. This will only work on targets up to level @1.
ID: 26104^6
Makes your target an easy mark, stunning them and increasing the damage they take from piercing weapons. This will only work on targets up to level @1.
ID: 26105^6
Makes your target an easy mark, stunning them and increasing the damage they take from piercing weapons. This will only work on targets up to level @1.
ID: 26106^6
Increases incoming peircing damage by #12 percent for %z.
ID: 26107^6
Increases incoming peircing damage by #12 percent for %z.
ID: 26108^6
Increases incoming peircing damage by #12 percent for %z.
ID: 26109^6
You throw a stone, making quite a lot of noise and causing enemies to turn towards its source. You must be out of combat and hidden.
ID: 26110^6
You throw a stone, making quite a lot of noise and causing enemies to turn towards its source. You must be out of combat and hidden.
ID: 26111^6
You throw a stone, making quite a lot of noise and causing enemies to turn towards its source. You must be out of combat and hidden.
ID: 26112^6
You are distracted! What WAS that noise?
ID: 26113^6
You are distracted! What WAS that noise?
ID: 26114^6
You are distracted! What WAS that noise?
ID: 26115^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. This will generate less hatred than normal attacks.
ID: 26116^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. This will generate less hatred than normal attacks.
ID: 26117^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. This will generate less hatred than normal attacks.
ID: 26118^6
You impart your knowledge of toxic substances to an ally, which increases the damage they can inflict with poison-based spells and effects.
ID: 26119^6
You impart your knowledge of toxic substances to an ally, which increases the damage they can inflict with poison-based spells and effects.
ID: 26120^6
You impart your knowledge of toxic substances to an ally, which increases the damage they can inflict with poison-based spells and effects.
ID: 26121^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #4.
ID: 26122^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #4.
ID: 26123^6
Increases the damage of poison-based spells by up to $1 percent. This bonus will decay on spells over level #4.
ID: 26124^6
Hurls a magical dagger at the target, with damage increasing slightly as range increases.
ID: 26125^6
Hurls a magical dagger at the target, with damage increasing slightly as range increases.
ID: 26126^6
Hurls a magical dagger at the target, with damage increasing slightly as range increases.
ID: 26127^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 26128^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 26129^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 26130^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 26131^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 26132^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 26133^6
Tricks your target, reducing its hatred for you and increasing hatred its current foe generates.
ID: 26134^6
Tricks your target, reducing its hatred for you and increasing hatred its current foe generates.
ID: 26135^6
Tricks your target, reducing its hatred for you and increasing hatred its current foe generates.
ID: 26136^6
Causes your actions to generate #4 percent hatred for %z.
ID: 26137^6
Causes your actions to generate #4 percent hatred for %z.
ID: 26138^6
Causes your actions to generate #4 percent hatred for %z.
ID: 26139^6
Pinpoints the vulnerabilities of your target, increasing the damage they take from backstabs by #4 percent and piercing by #7 percent for %z
ID: 26140^6
Pinpoints the vulnerabilities of your target, increasing the damage they take from backstabs by #4 percent and piercing by #7 percent for %z
ID: 26141^6
Pinpoints the vulnerabilities of your target, increasing the damage they take from backstabs by #4 percent and piercing by #7 percent for %z
ID: 26142^6
A staggering assault that strikes your foe for #1 damage and increases the damage you do with melee weapons for a short time.
ID: 26143^6
A staggering assault that strikes your foe for #1 damage and increases the damage you do with melee weapons for a short time.
ID: 26144^6
A staggering assault that strikes your foe for #1 damage and increases the damage you do with melee weapons for a short time.
ID: 26145^6
Increases the amount of melee damage you do for a short time.
ID: 26146^6
Increases the amount of melee damage you do for a short time.
ID: 26147^6
Increases the amount of melee damage you do for a short time.
ID: 26148^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. This technique will also increase the damage from a double backstab, should you execute one. You may only prepare for a sneak attack after being hidden for a few seconds.
ID: 26149^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. This technique will also increase the damage from a double backstab, should you execute one. You may only prepare for a sneak attack after being hidden for a few seconds.
ID: 26150^6
You take careful aim at your opponent, causing your next backstab to never miss and cause greater damage. This technique will also increase the damage from a double backstab, should you execute one. You may only prepare for a sneak attack after being hidden for a few seconds.
ID: 26151^6
Allows the caster to potentially escape danger by befuddling the opponent, giving an opportunity to sneak away.
ID: 26152^6
Allows the caster to potentially escape danger by befuddling the opponent, giving an opportunity to sneak away.
ID: 26153^6
Allows the caster to potentially escape danger by befuddling the opponent, giving an opportunity to sneak away.
ID: 26154^6
Hides you and increases your movement speed.
ID: 26155^6
Hides you and increases your movement speed.
ID: 26156^6
Hides you and increases your movement speed.
ID: 26157^6
Has a #1 percent chance to cause a target to forget its enemies.
ID: 26158^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 26159^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 26160^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 26161^6
Mesmerization.
ID: 26162^6
Mesmerization.
ID: 26163^6
Mesmerization.
ID: 26173^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 26174^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 26175^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 26176^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 26177^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 26178^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 26179^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 26180^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 26181^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 26182^6
Fills your group with the power of the tiger, granting their melee attacks a chance to cause extra damage.
ID: 26183^6
Fills your group with the power of the tiger, granting their melee attacks a chance to cause extra damage.
ID: 26184^6
Fills your group with the power of the tiger, granting their melee attacks a chance to cause extra damage.
ID: 26185^6
Instant Duration.
ID: 26186^6
Instant Duration.
ID: 26187^6
Instant Duration.
ID: 26188^6
Fills your target with a preeminent foresight, mammoth's force, exigent focusing, and a spirit of valor. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 26189^6
Fills your target with a preeminent foresight, mammoth's force, exigent focusing, and a spirit of valor. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 26190^6
Fills your target with a preeminent foresight, mammoth's force, exigent focusing, and a spirit of valor. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 26191^6
Fills your target with a preeminent foresight, increasing their ability to avoid being hit for %z.
ID: 26192^6
Fills your target with a preeminent foresight, increasing their ability to avoid being hit for %z.
ID: 26193^6
Fills your target with a preeminent foresight, increasing their ability to avoid being hit for %z.
ID: 26194^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 26195^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 26196^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 26197^6
Fills your target with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 26198^6
Fills your target with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 26199^6
Fills your target with the spirit of persistence, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 26200^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to attacks.
ID: 26201^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to attacks.
ID: 26202^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to attacks.
ID: 26203^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 26204^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 26205^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 26206^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 26207^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 26208^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 26209^6
Provides a #1 percent chance to cast a healing spell.
ID: 26210^6
Provides a #1 percent chance to cast a healing spell.
ID: 26211^6
Provides a #1 percent chance to cast a healing spell.
ID: 26212^6
Heals #2 hit points every six seconds.
ID: 26213^6
Deals #2 points of damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26214^6
Deals #2 points of damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26215^6
Deals #2 points of damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26216^6
Calls the spirit of Qirik to watch over your group, healing #1 points of damage and calling forth future waves of healing.
ID: 26217^6
Calls the spirit of Qirik to watch over your group, healing #1 points of damage and calling forth future waves of healing.
ID: 26218^6
Calls the spirit of Qirik to watch over your group, healing #1 points of damage and calling forth future waves of healing.
ID: 26219^6
Calls forth a future wave of healing.
ID: 26220^6
Calls forth a future wave of healing.
ID: 26221^6
Calls forth a future wave of healing.
ID: 26222^6
Heals you and calls forth a future wave of healing.
ID: 26223^6
Heals you and calls forth a future wave of healing.
ID: 26224^6
Heals you and calls forth a future wave of healing.
ID: 26225^6
Heals you and calls forth a future wave of healing.
ID: 26226^6
Heals you and calls forth a future wave of healing.
ID: 26227^6
Heals you and calls forth a future wave of healing.
ID: 26228^6
Summons the power of Shakare, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 26229^6
Summons the power of Shakare, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 26230^6
Summons the power of Shakare, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 26231^6
Absorbs #1 percent of incoming melee damage, up to a maximum of @1.
ID: 26232^6
Absorbs #1 percent of incoming melee damage, up to a maximum of @1.
ID: 26233^6
Absorbs #1 percent of incoming melee damage, up to a maximum of @1.
ID: 26234^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 26235^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 26236^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 26237^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 26238^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 26239^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 26240^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 26241^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 26242^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 26243^6
Afflicts your target with a blightwolf bite, causing up to @1 damage.
ID: 26244^6
Afflicts your target with a blightwolf bite, causing up to @1 damage.
ID: 26245^6
Afflicts your target with a blightwolf bite, causing up to @1 damage.
ID: 26246^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 26247^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 26248^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 26249^6
Inflicts your target with a debilitating disease, lowering their disease resistance and dealing #2 damage every six seconds for %z.
ID: 26250^6
Inflicts your target with a debilitating disease, lowering their disease resistance and dealing #2 damage every six seconds for %z.
ID: 26251^6
Inflicts your target with a debilitating disease, lowering their disease resistance and dealing #2 damage every six seconds for %z.
ID: 26252^6
Slows the target and places a heal-over-time on the target's target.
ID: 26253^6
Slows the target and places a heal-over-time on the target's target.
ID: 26254^6
Slows the target and places a heal-over-time on the target's target.
ID: 26255^6
Slows your target.
ID: 26256^6
Slows your target.
ID: 26257^6
Slows your target.
ID: 26258^6
Heals your target's target for #2 hit points every six seconds for %z.
ID: 26259^6
Heals your target's target for #2 hit points every six seconds for %z.
ID: 26260^6
Heals your target's target for #2 hit points every six seconds for %z.
ID: 26261^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 26262^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 26263^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 26264^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 26265^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 26266^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 26267^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 26268^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 26269^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 26270^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. Due to the nature of this venom, the damage done will decay over time.
ID: 26271^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. Due to the nature of this venom, the damage done will decay over time.
ID: 26272^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. Due to the nature of this venom, the damage done will decay over time.
ID: 26273^6
Fills your target's veins with a fast-acting venom, causing #2 damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26274^6
Fills your target's veins with a fast-acting venom, causing #2 damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26275^6
Fills your target's veins with a fast-acting venom, causing #2 damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26276^6
A free-targeted version of Malisene, affecting up to six targets.
ID: 26277^6
A free-targeted version of Malisene, affecting up to six targets.
ID: 26278^6
A free-targeted version of Malisene, affecting up to six targets.
ID: 26279^6
Channels the blood of Corbeth to cure your group of poison, disease, and curses.
ID: 26280^6
Channels the blood of Corbeth to cure your group of poison, disease, and curses.
ID: 26281^6
Channels the blood of Corbeth to cure your group of poison, disease, and curses.
ID: 26282^6
Hits your target's target with a searing frost, and grants the caster a healing twincast.
ID: 26283^6
Hits your target's target with a searing frost, and grants the caster a healing twincast.
ID: 26284^6
Hits your target's target with a searing frost, and grants the caster a healing twincast.
ID: 26285^6
By calling to the Pack of Wurt, your detrimental damaging spells will have a chance to summon a pack of wolves that will attack your target. These wolves will consume mana when they appear.
ID: 26286^6
By calling to the Pack of Wurt, your detrimental damaging spells will have a chance to summon a pack of wolves that will attack your target. These wolves will consume mana when they appear.
ID: 26287^6
By calling to the Pack of Wurt, your detrimental damaging spells will have a chance to summon a pack of wolves that will attack your target. These wolves will consume mana when they appear.
ID: 26288^6
Instant Duration.
ID: 26289^6
Instant Duration.
ID: 26290^6
Instant Duration.
ID: 26291^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 26292^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 26293^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 26294^6
Channels your spirit's energy to heal your target for up to @1, damaging yourself in the process.
ID: 26295^6
Channels your spirit's energy to heal your target for up to @1, damaging yourself in the process.
ID: 26296^6
Channels your spirit's energy to heal your target for up to @1, damaging yourself in the process.
ID: 26297^6
Drains up to @1 of your own health in order to heal another.
ID: 26298^6
Drains up to @1 of your own health in order to heal another.
ID: 26299^6
Drains up to @1 of your own health in order to heal another.
ID: 26300^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 26301^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 26302^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 26303^6
A magical splash of glyphdust which temporarily reduces a target's melee attack speed, movement rate, OR armor protection.
ID: 26304^6
A magical splash of glyphdust which temporarily reduces a target's melee attack speed, movement rate, OR armor protection.
ID: 26305^6
A magical splash of glyphdust which temporarily reduces a target's melee attack speed, movement rate, OR armor protection.
ID: 26306^6
Reduces melee speed as low as #2 percent.
ID: 26307^6
Reduces melee speed as low as #2 percent.
ID: 26308^6
Reduces melee speed as low as #2 percent.
ID: 26309^6
Reduces movement rate by up to #2 percent.
ID: 26310^6
Reduces movement rate by up to #2 percent.
ID: 26311^6
Reduces movement rate by up to #2 percent.
ID: 26312^6
Reduces armor class.
ID: 26313^6
Reduces armor class.
ID: 26314^6
Reduces armor class.
ID: 26315^6
Fills your group with preeminent foresight, mammoth's force, exigent focusing, and a spirit of valor. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 26316^6
Fills your group with preeminent foresight, mammoth's force, exigent focusing, and a spirit of valor. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 26317^6
Fills your group with preeminent foresight, mammoth's force, exigent focusing, and a spirit of valor. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 26318^6
Protects you with a spiritual guard that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 26319^6
Protects you with a spiritual guard that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 26320^6
Protects you with a spiritual guard that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 26321^6
Heals #1 hit points every six seconds.
ID: 26322^6
Heals #1 hit points every six seconds.
ID: 26323^6
Heals #1 hit points every six seconds.
ID: 26324^6
Heals you for #1 points of damage.
ID: 26325^6
Heals you for #1 points of damage.
ID: 26326^6
Heals you for #1 points of damage.
ID: 26333^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 26334^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 26335^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 26336^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 26337^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 26338^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 26339^6
Drains your target of life energy, siphoning up to @1 hit points.
ID: 26340^6
Drains your target of life energy, siphoning up to @1 hit points.
ID: 26341^6
Drains your target of life energy, siphoning up to @1 hit points.
ID: 26342^6
Consumes the life energy of your target, inflicting #1 damage and creating a physical orb. The energy stored in the orb can be used to heal your companions.
ID: 26343^6
Consumes the life energy of your target, inflicting #1 damage and creating a physical orb. The energy stored in the orb can be used to heal your companions.
ID: 26344^6
Consumes the life energy of your target, inflicting #1 damage and creating a physical orb. The energy stored in the orb can be used to heal your companions.
ID: 26345^6
Instant Duration.
ID: 26346^6
Heals your target with shadow energy for up to #1 hit points.
ID: 26347^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 26348^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 26349^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 26350^6
Fills your target's blood with a fast-acting poison, causing #1 damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26351^6
Fills your target's blood with a fast-acting poison, causing #1 damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26352^6
Fills your target's blood with a fast-acting poison, causing #1 damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26353^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 26354^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 26355^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 26356^6
Heals #6 hit points every six seconds.
ID: 26357^6
Heals #6 hit points every six seconds.
ID: 26358^6
Heals #6 hit points every six seconds.
ID: 26359^6
Infuses a corpse with a spirit of torment that will do your bidding. Consumes bone chips when cast.
ID: 26360^6
Places a frightening bonestitch manikin at your location. The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 26361^6
Places a frightening bonestitch manikin at your location. The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 26362^6
Places a frightening bonestitch manikin at your location. The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 26363^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 26364^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 26365^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 26366^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 26367^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 26368^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 26369^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 26370^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 26371^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 26372^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 26373^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 26374^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 26375^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed.
ID: 26376^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed.
ID: 26377^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed.
ID: 26378^6
Heals up to @1 points of damage.
ID: 26379^6
Heals up to @1 points of damage.
ID: 26380^6
Heals up to @1 points of damage.
ID: 26381^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 26382^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 26383^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 26384^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 26385^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 26386^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 26387^6
Inflicts a swift curse upon your target, causing #1 damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26388^6
Inflicts a swift curse upon your target, causing #1 damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26389^6
Inflicts a swift curse upon your target, causing #1 damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26390^6
Sickens your target, lowering their resistance to poison and disease, while also increasing the damage they will take from disease-based spells for %z.
ID: 26391^6
Sickens your target, lowering their resistance to poison and disease, while also increasing the damage they will take from disease-based spells for %z.
ID: 26392^6
Sickens your target, lowering their resistance to poison and disease, while also increasing the damage they will take from disease-based spells for %z.
ID: 26393^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 26394^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 26395^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 26396^6
This spell changes the caster into an undead being for a short time, granting them the chance to drain life from their target when casting damaging spells.
ID: 26397^6
This spell changes the caster into an undead being for a short time, granting them the chance to drain life from their target when casting damaging spells.
ID: 26398^6
This spell changes the caster into an undead being for a short time, granting them the chance to drain life from their target when casting damaging spells.
ID: 26399^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 26400^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 26401^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 26402^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1.
ID: 26403^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1.
ID: 26404^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1.
ID: 26405^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 26406^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 26407^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 26408^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 26409^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 26410^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 26411^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to level @1.
ID: 26412^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to level @1.
ID: 26413^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to level @1.
ID: 26414^6
Ignites your target in a flashblaze, dealing @1 damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26415^6
Ignites your target in a flashblaze, dealing @1 damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26416^6
Ignites your target in a flashblaze, dealing @1 damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26417^6
Immolates your target in a blazing pyre causing #1 damage every six seconds for %z.
ID: 26418^6
Immolates your target in a blazing pyre causing #1 damage every six seconds for %z.
ID: 26419^6
Immolates your target in a blazing pyre causing #1 damage every six seconds for %z.
ID: 26420^6
Inflicts damage on any enemies within the area of the aura.
ID: 26421^6
Inflicts damage on any enemies within the area of the aura.
ID: 26422^6
Inflicts damage on any enemies within the area of the aura.
ID: 26423^6
Instant Duration.
ID: 26424^6
Instant Duration.
ID: 26425^6
Instant Duration.
ID: 26426^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 26427^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 26428^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 26429^6
You see the world from the dark side, slowly draining your hit points while regenerating your mana.
ID: 26430^6
You see the world from the dark side, slowly draining your hit points while regenerating your mana.
ID: 26431^6
You see the world from the dark side, slowly draining your hit points while regenerating your mana.
ID: 26432^6
Gives your target an infection of oozing boils, which can burst on an attacker.
ID: 26433^6
Gives your target an infection of oozing boils, which can burst on an attacker.
ID: 26434^6
Gives your target an infection of oozing boils, which can burst on an attacker.
ID: 26435^6
An oozing boil bursts, dealing #1 damage to an attacker.
ID: 26436^6
An oozing boil bursts, dealing #1 damage to an attacker.
ID: 26437^6
An oozing boil bursts, dealing #1 damage to an attacker.
ID: 26438^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 26439^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 26440^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 26441^6
Inflicts your target with a fast-acting disease, causing @2 damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26442^6
Inflicts your target with a fast-acting disease, causing @2 damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26443^6
Inflicts your target with a fast-acting disease, causing @2 damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 26444^6
You feign death, leaving a scapegoat in your place to continue attacking your target.
ID: 26445^6
You feign death, leaving a scapegoat in your place to continue attacking your target.
ID: 26446^6
You feign death, leaving a scapegoat in your place to continue attacking your target.
ID: 26447^6
Inflicts #1 points of poison damage on a target.
ID: 26448^6
Inflicts #1 points of poison damage on a target.
ID: 26449^6
Inflicts #1 points of poison damage on a target.
ID: 26450^6
Inflicts #1 points of fire damage on a target.
ID: 26451^6
Inflicts #1 points of fire damage on a target.
ID: 26452^6
Inflicts #1 points of fire damage on a target.
ID: 26453^6
Inflicts #1 points of disease damage on a target.
ID: 26454^6
Inflicts #1 points of disease damage on a target.
ID: 26455^6
Inflicts #1 points of disease damage on a target.
ID: 26456^6
Summons a tenuous darkness that binds your target's feet, decreasing their movement rate and doing up to @1 damage every six seconds for %z.
ID: 26457^6
Summons a tenuous darkness that binds your target's feet, decreasing their movement rate and doing up to @1 damage every six seconds for %z.
ID: 26458^6
Summons a tenuous darkness that binds your target's feet, decreasing their movement rate and doing up to @1 damage every six seconds for %z.
ID: 26459^6
Inflicts #2 damage every six seconds. Drains up to #1 mana from your target every six seconds. For each point of mana drained, the target will take damage.
ID: 26460^6
Inflicts #2 damage every six seconds. Drains up to #1 mana from your target every six seconds. For each point of mana drained, the target will take damage.
ID: 26461^6
Inflicts #2 damage every six seconds. Drains up to #1 mana from your target every six seconds. For each point of mana drained, the target will take damage.
ID: 26462^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 26463^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 26464^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 26465^6
Increases mana by #7 every six seconds.
ID: 26466^6
Increases mana by #7 every six seconds.
ID: 26467^6
Increases mana by #7 every six seconds.
ID: 26468^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 26469^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 26470^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 26471^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 26472^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 26473^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 26474^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 26475^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 26476^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 26477^6
Calls a short-lived group of skeleton minions to fight for the caster.
ID: 26478^6
Calls a short-lived group of skeleton minions to fight for the caster.
ID: 26479^6
Calls a short-lived group of skeleton minions to fight for the caster.
ID: 26480^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 26481^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 26482^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 26483^6
Instant Duration.
ID: 26484^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 26485^6
Decreases the damage of duration damage spells by up to #1 percent.
ID: 26486^6
Gives your minion the ability to drain life via its melee attacks for a short period of time. When the effect fades your minion will damage all creatures around it.
ID: 26487^6
This spell targets the caster's pet and causes it to stun itself while blasting enemies in its radius.
ID: 26488^6
This spell targets the caster's pet and causes it to stun itself while blasting enemies in its radius.
ID: 26489^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 26490^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 26491^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 26492^6
Corrupts your target, draining #3 hit points every six seconds for %z and healing yourself. This spell will deal less damage to exceptionally strong targets.
ID: 26493^6
Corrupts your target, draining #3 hit points every six seconds for %z and healing yourself. This spell will deal less damage to exceptionally strong targets.
ID: 26494^6
Corrupts your target, draining #3 hit points every six seconds for %z and healing yourself. This spell will deal less damage to exceptionally strong targets.
ID: 26495^6
Heals you for #5 hit points every six seconds for %z.
ID: 26496^6
Heals you for #5 hit points every six seconds for %z.
ID: 26497^6
Heals you for #5 hit points every six seconds for %z.
ID: 26498^6
Raises an assassin from the grave to do your bidding. Consumes bone chips when cast.
ID: 26499^6
Burns the flesh from your target's bones, causing up to @1 damage, stunning them, and causing them to become undead for a brief period of time. This spell will stun creatures of up to level @3.
ID: 26500^6
Burns the flesh from your target's bones, causing up to @1 damage, stunning them, and causing them to become undead for a brief period of time. This spell will stun creatures of up to level @3.
ID: 26501^6
Burns the flesh from your target's bones, causing up to @1 damage, stunning them, and causing them to become undead for a brief period of time. This spell will stun creatures of up to level @3.
ID: 26502^6
Causes the affected creature to appear undead for %z.
ID: 26503^6
Causes the affected creature to appear undead for %z.
ID: 26504^6
Causes the affected creature to appear undead for %z.
ID: 26505^6
Causes your target's body to splirt for %z. The target will take progressively more damage over the duration of the spell.
ID: 26506^6
Causes your target's body to splirt for %z. The target will take progressively more damage over the duration of the spell.
ID: 26507^6
Causes your target's body to splirt for %z. The target will take progressively more damage over the duration of the spell.
ID: 26520^6
Surrounds your target in the aegis of Lithara, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 26521^6
Surrounds your target in the aegis of Lithara, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 26522^6
Surrounds your target in the aegis of Lithara, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 26523^6
Shocks the mind of your target, causing them to forget some of the harm you have done to them. This spell has a high chance to bestow a Concussive effect to your spellcasting that will greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 26524^6
Shocks the mind of your target, causing them to forget some of the harm you have done to them. This spell has a high chance to bestow a Concussive effect to your spellcasting that will greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 26525^6
Shocks the mind of your target, causing them to forget some of the harm you have done to them. This spell has a high chance to bestow a Concussive effect to your spellcasting that will greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 26526^6
Has a #1 percent chance to cast Concussive Flame, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 26527^6
Has a #1 percent chance to cast Concussive Flame, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 26528^6
Has a #1 percent chance to cast Concussive Flame, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 26529^6
Reduces the hate generated by your next three fire-based spells.
ID: 26530^6
Reduces the hate generated by your next three ice-based spells.
ID: 26531^6
Reduces the hate generated by your next three magic-based spells.
ID: 26532^6
Calls forth a coronal beam that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 26533^6
Calls forth a coronal beam that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 26534^6
Calls forth a coronal beam that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 26535^6
Instant Duration.
ID: 26536^6
Inflicts #1 damage every six seconds. Blinds.
ID: 26537^6
Surrounds your target in a vortex of fire, which deals #1 damage and makes them weaker to magical spells for a brief time.
ID: 26538^6
Surrounds your target in a vortex of fire, which deals #1 damage and makes them weaker to magical spells for a brief time.
ID: 26539^6
Surrounds your target in a vortex of fire, which deals #1 damage and makes them weaker to magical spells for a brief time.
ID: 26540^6
Causes magic-based spells to do more damage to this target.
ID: 26541^6
Causes magic-based spells to do more damage to this target.
ID: 26542^6
Causes magic-based spells to do more damage to this target.
ID: 26543^6
Covers your target in glacial ice, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 26544^6
Covers your target in glacial ice, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 26545^6
Covers your target in glacial ice, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 26546^6
Huge drops of burning flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 26547^6
Huge drops of burning flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 26548^6
Huge drops of burning flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 26549^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic char or a glacial claw, but can also manifest as pure wildmana. Pure wildmana is especially damaging and difficult to resist.
ID: 26550^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic char or a glacial claw, but can also manifest as pure wildmana. Pure wildmana is especially damaging and difficult to resist.
ID: 26551^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic char or a glacial claw, but can also manifest as pure wildmana. Pure wildmana is especially damaging and difficult to resist.
ID: 26552^6
Shatters a ball of ice upon your target, inflicting #1 damage initially and decreasing hate every six seconds.
ID: 26553^6
Shatters a ball of ice upon your target, inflicting #1 damage initially and decreasing hate every six seconds.
ID: 26554^6
Shatters a ball of ice upon your target, inflicting #1 damage initially and decreasing hate every six seconds.
ID: 26555^6
Instant Duration.
ID: 26556^6
Instant Duration.
ID: 26557^6
Instant Duration.
ID: 26558^6
Decreases #3 hate every six seconds.
ID: 26559^6
Decreases #3 hate every six seconds.
ID: 26560^6
Decreases #3 hate every six seconds.
ID: 26561^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 26562^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 26563^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 26564^6
Instant Duration.
ID: 26565^6
Inflicts #1 damage every six seconds. Roots in place.
ID: 26566^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 26567^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 26568^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 26569^6
Consumes your target in a cascade of lightning, causing up to @1 damage.
ID: 26570^6
Consumes your target in a cascade of lightning, causing up to @1 damage.
ID: 26571^6
Consumes your target in a cascade of lightning, causing up to @1 damage.
ID: 26572^6
Surrounds you in flames, causing up to @1 damage to all nearby creatures.
ID: 26573^6
Surrounds you in flames, causing up to @1 damage to all nearby creatures.
ID: 26574^6
Surrounds you in flames, causing up to @1 damage to all nearby creatures.
ID: 26575^6
Absorbs up to #1 mana from your surroundings.
ID: 26576^6
Absorbs up to #1 mana from your surroundings.
ID: 26577^6
Absorbs up to #1 mana from your surroundings.
ID: 26578^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 26579^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 26580^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 26581^6
Instant Duration.
ID: 26582^6
Inflicts #1 damage every six seconds. Stuns.
ID: 26583^6
Gives you a crystal skin that will absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 26584^6
Gives you a crystal skin that will absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 26585^6
Gives you a crystal skin that will absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 26586^6
Blistering flame consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 26587^6
Blistering flame consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 26588^6
Blistering flame consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 26589^6
Your target is frozen solid instantly, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 26590^6
Your target is frozen solid instantly, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 26591^6
Your target is frozen solid instantly, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 26592^6
Instant Duration.
ID: 26593^6
Instant Duration.
ID: 26594^6
Instant Duration.
ID: 26595^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 26596^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 26597^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 26598^6
Engulfs your target's body in an arcing helix of lightning, causing #1 damage.
ID: 26599^6
Engulfs your target's body in an arcing helix of lightning, causing #1 damage.
ID: 26600^6
Engulfs your target's body in an arcing helix of lightning, causing #1 damage.
ID: 26601^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 26602^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 26603^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 26604^6
Surrounds your target in a vortex of mana, which deals #1 damage and makes them weaker to cold spells for a brief time.
ID: 26605^6
Surrounds your target in a vortex of mana, which deals #1 damage and makes them weaker to cold spells for a brief time.
ID: 26606^6
Surrounds your target in a vortex of mana, which deals #1 damage and makes them weaker to cold spells for a brief time.
ID: 26607^6
Causes cold-based spells to do more damage to this target.
ID: 26608^6
Causes cold-based spells to do more damage to this target.
ID: 26609^6
Causes cold-based spells to do more damage to this target.
ID: 26610^6
Calls forth murkmists that protect you from harm. Those that strike you have a chance of becoming snared by the tendrils. The murkmists can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 26611^6
Calls forth murkmists that protect you from harm. Those that strike you have a chance of becoming snared by the tendrils. The murkmists can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 26612^6
Calls forth murkmists that protect you from harm. Those that strike you have a chance of becoming snared by the tendrils. The murkmists can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 26613^6
Reduces movement rate.
ID: 26614^6
Reduces movement rate.
ID: 26615^6
Reduces movement rate.
ID: 26616^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 26617^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 26618^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 26619^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 26620^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 26621^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 26622^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 26623^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 26624^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 26625^6
A direct damage energy blast which reflects random effects back on the caster.
ID: 26626^6
A direct damage energy blast which reflects random effects back on the caster.
ID: 26627^6
A direct damage energy blast which reflects random effects back on the caster.
ID: 26628^6
Randomly reflects spell effects back to the caster.
ID: 26629^6
Randomly reflects spell effects back to the caster.
ID: 26630^6
Randomly reflects spell effects back to the caster.
ID: 26631^6
Increases the damage done by the next fire spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 26632^6
Increases the damage done by the next fire spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 26633^6
Increases the damage done by the next fire spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 26634^6
Increases the damage done by the next cold spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 26635^6
Increases the damage done by the next cold spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 26636^6
Increases the damage done by the next cold spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 26637^6
Increases the damage done by the next magic spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 26638^6
Increases the damage done by the next magic spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 26639^6
Increases the damage done by the next magic spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 26640^6
Increases the damage done by the next spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 26641^6
Increases the damage done by the next spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 26642^6
Increases the damage done by the next spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 26643^6
Refreshes the caster's spells, except for Twincast.
ID: 26644^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 26645^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 26646^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 26647^6
Your target is consumed by a flashpyre, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 26648^6
Your target is consumed by a flashpyre, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 26649^6
Your target is consumed by a flashpyre, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 26650^6
Instant Duration.
ID: 26651^6
Instant Duration.
ID: 26652^6
Instant Duration.
ID: 26653^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 26654^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 26655^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 26656^6
Summons a cascade of glacial boulders, causing #1 damage to your target.
ID: 26657^6
Summons a cascade of glacial boulders, causing #1 damage to your target.
ID: 26658^6
Summons a cascade of glacial boulders, causing #1 damage to your target.
ID: 26659^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 26660^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 26661^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 26662^6
An eruption of magma rains around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 26663^6
An eruption of magma rains around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 26664^6
An eruption of magma rains around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 26665^6
Summons the pure energy of an ethereal inferno to strike your target, causing @1 damage.
ID: 26666^6
Summons the pure energy of an ethereal inferno to strike your target, causing @1 damage.
ID: 26667^6
Summons the pure energy of an ethereal inferno to strike your target, causing @1 damage.
ID: 26668^6
Claws your target with frost, doing #1 damage.
ID: 26669^6
Claws your target with frost, doing #1 damage.
ID: 26670^6
Claws your target with frost, doing #1 damage.
ID: 26671^6
A hailstorm rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 26672^6
A hailstorm rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 26673^6
A hailstorm rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 26674^6
Surrounds your target in a vortex of ice, which deals #1 damage and makes them weaker to fire spells for a brief time.
ID: 26675^6
Surrounds your target in a vortex of ice, which deals #1 damage and makes them weaker to fire spells for a brief time.
ID: 26676^6
Surrounds your target in a vortex of ice, which deals #1 damage and makes them weaker to fire spells for a brief time.
ID: 26677^6
Causes fire-based spells to do more damage to this target.
ID: 26678^6
Causes fire-based spells to do more damage to this target.
ID: 26679^6
Causes fire-based spells to do more damage to this target.
ID: 26680^6
Engulfs your target in Lithara's fire, causing #1 damage.
ID: 26681^6
Engulfs your target in Lithara's fire, causing #1 damage.
ID: 26682^6
Engulfs your target in Lithara's fire, causing #1 damage.
ID: 26683^6
Calls forth a maelstrom of mana at your chosen location, dealing #1 damage to all creatures in the vicinity. There is a chance for each target in the area to be caught in a spiral of ice, fire, or magical damage.
ID: 26684^6
Calls forth a maelstrom of mana at your chosen location, dealing #1 damage to all creatures in the vicinity. There is a chance for each target in the area to be caught in a spiral of ice, fire, or magical damage.
ID: 26685^6
Calls forth a maelstrom of mana at your chosen location, dealing #1 damage to all creatures in the vicinity. There is a chance for each target in the area to be caught in a spiral of ice, fire, or magical damage.
ID: 26686^6
A fiery spiral deals #1 damage to its target.
ID: 26687^6
A fiery spiral deals #1 damage to its target.
ID: 26688^6
A fiery spiral deals #1 damage to its target.
ID: 26689^6
A magical spiral deals #1 damage to its target.
ID: 26690^6
A magical spiral deals #1 damage to its target.
ID: 26691^6
A magical spiral deals #1 damage to its target.
ID: 26692^6
An icy spiral deals #1 damage to its target.
ID: 26693^6
An icy spiral deals #1 damage to its target.
ID: 26694^6
An icy spiral deals #1 damage to its target.
ID: 26695^6
Blasts a target with pure wildmana, dealing #1 damage.
ID: 26696^6
Blasts a target with pure wildmana, dealing #1 damage.
ID: 26697^6
Blasts a target with pure wildmana, dealing #1 damage.
ID: 26698^6
An area-effect spell which causes up to #2 damage to enemies around you but adds the risk of scorching your own body in return.
ID: 26699^6
An area-effect spell which causes up to #2 damage to enemies around you but adds the risk of scorching your own body in return.
ID: 26700^6
An area-effect spell which causes up to #2 damage to enemies around you but adds the risk of scorching your own body in return.
ID: 26701^6
Burns your body for #1 damage every six seconds for %z.
ID: 26702^6
Burns your body for #1 damage every six seconds for %z.
ID: 26703^6
Burns your body for #1 damage every six seconds for %z.
ID: 26704^6
Calls forth a splash of rhyolite at your chosen location, causing up to #1 damage to creatures in the area. This spell will do more damage the closer your targets are to you.
ID: 26705^6
Calls forth a splash of rhyolite at your chosen location, causing up to #1 damage to creatures in the area. This spell will do more damage the closer your targets are to you.
ID: 26706^6
Calls forth a splash of rhyolite at your chosen location, causing up to #1 damage to creatures in the area. This spell will do more damage the closer your targets are to you.
ID: 26707^6
Smashes your target with force energy, stunning them briefly and causing #1 damage.
ID: 26708^6
Smashes your target with force energy, stunning them briefly and causing #1 damage.
ID: 26709^6
Smashes your target with force energy, stunning them briefly and causing #1 damage.
ID: 26710^6
Weaves mana into a bolt of crackling energy, inflicting @1 damage. There is a chance that the pattern of this weave can be harnessed to increase the effect of your next direct damage spell. There is also a chance that the pattern will become unstable and weaken your spells for a brief period.
ID: 26711^6
Weaves mana into a bolt of crackling energy, inflicting @1 damage. There is a chance that the pattern of this weave can be harnessed to increase the effect of your next direct damage spell. There is also a chance that the pattern will become unstable and weaken your spells for a brief period.
ID: 26712^6
Weaves mana into a bolt of crackling energy, inflicting @1 damage. There is a chance that the pattern of this weave can be harnessed to increase the effect of your next direct damage spell. There is also a chance that the pattern will become unstable and weaken your spells for a brief period.
ID: 26713^6
Instant Duration.
ID: 26714^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 26715^6
Decreases the damage of direct damage spells by up to #1 percent.
ID: 26728^6
Imbues your pet with the promise of a great heal in %z.
ID: 26729^6
Imbues your pet with the promise of a great heal in %z.
ID: 26730^6
Imbues your pet with the promise of a great heal in %z.
ID: 26731^6
Instant Duration.
ID: 26732^6
Instant Duration.
ID: 26733^6
Instant Duration.
ID: 26734^6
Burns your target with a bolt of molten rhyolite, causing up to @1 damage.
ID: 26735^6
Burns your target with a bolt of molten rhyolite, causing up to @1 damage.
ID: 26736^6
Burns your target with a bolt of molten rhyolite, causing up to @1 damage.
ID: 26737^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 26738^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 26739^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 26740^6
Constructs the very essence of air into a living form to aid you in battle.
ID: 26741^6
Covers your target in a thin layer of dreamfire, damaging any creatures that strike them.
ID: 26742^6
Covers your target in a thin layer of dreamfire, damaging any creatures that strike them.
ID: 26743^6
Covers your target in a thin layer of dreamfire, damaging any creatures that strike them.
ID: 26744^6
Grants your target a bag filled with the supplies they will need for the day.
ID: 26745^6
Grants your target a pack filled with armor for summoned companions.
ID: 26746^6
Opens a pack of armor for a summoned companion.
ID: 26747^6
Grants your target a full set of focus jewelry in a satchel.
ID: 26748^6
Opens a pack of summoned focus jewelry.
ID: 26749^6
Strikes your target in the face with flying sand, dealing #1 damage.
ID: 26750^6
Strikes your target in the face with flying sand, dealing #1 damage.
ID: 26751^6
Strikes your target in the face with flying sand, dealing #1 damage.
ID: 26752^6
Calls forth a beam of molten rhyolite that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 26753^6
Calls forth a beam of molten rhyolite that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 26754^6
Calls forth a beam of molten rhyolite that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 26755^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 26756^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 26757^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 26758^6
Covers you in a cognitive shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 26759^6
Covers you in a cognitive shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 26760^6
Covers you in a cognitive shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 26761^6
Constructs the very essence of water into a living form to aid you in battle.
ID: 26762^6
Grants your target the Visor of Vabtik, an item that increases a pet's attack speed and offensive abilities.
ID: 26763^6
Conjures melted rhyolite to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 26764^6
Conjures melted rhyolite to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 26765^6
Conjures melted rhyolite to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 26766^6
Conjures a shock of ethereal steel that assaults your target, causing up to @1 damage.
ID: 26767^6
Conjures a shock of ethereal steel that assaults your target, causing up to @1 damage.
ID: 26768^6
Conjures a shock of ethereal steel that assaults your target, causing up to @1 damage.
ID: 26769^6
Conjures a splash of mana at your chosen location, causing up to @1 damage to creatures in the vicinity.
ID: 26770^6
Conjures a splash of mana at your chosen location, causing up to @1 damage to creatures in the vicinity.
ID: 26771^6
Conjures a splash of mana at your chosen location, causing up to @1 damage to creatures in the vicinity.
ID: 26772^6
Summons a Wand of Spectral Transvergence, an item that has the power to turn life energy into mana.
ID: 26773^6
Summons a Wand of Spectral Transvergence, an item that has the power to turn life energy into mana.
ID: 26774^6
Summons a Wand of Spectral Transvergence, an item that has the power to turn life energy into mana.
ID: 26775^6
Causes you to experience a transvergence, decreasing your hit points by #1 and raising your mana by #2.
ID: 26776^6
Summons a beam of daggers that fly in front of the caster, inflicting #1 damage to up to 12 enemies within the area of effect.
ID: 26777^6
Summons a beam of daggers that fly in front of the caster, inflicting #1 damage to up to 12 enemies within the area of effect.
ID: 26778^6
Summons a beam of daggers that fly in front of the caster, inflicting #1 damage to up to 12 enemies within the area of effect.
ID: 26779^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 26780^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 26781^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 26782^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 26783^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 26784^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 26785^6
Constructs the very essence of fire into a living form to aid you in battle.
ID: 26786^6
Grants your target a pack filled with weapons for summoned creatures.
ID: 26787^6
Opens your pack of weapons.
ID: 26788^6
Wind engulfs your target, decreasing hit points by #1.
ID: 26789^6
Fire engulfs your target, decreasing hit points by #1.
ID: 26790^6
Ice engulfs your target, decreasing hit points by #1.
ID: 26791^6
Increases your target's hatred toward you by #1 percent.
ID: 26792^6
Decreases your target's hatred of you by #1 percent.
ID: 26793^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 26794^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 26795^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 26796^6
Allows your pet to adopt a granite stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 26797^6
Allows your pet to adopt a granite stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 26798^6
Allows your pet to adopt a granite stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 26799^6
Constructs the very essence of earth into a living form to aid you in battle.
ID: 26800^6
Cloaks your target in a burning veil. Flames will frequently lash out at attacking creatures, causing moderate damage.
ID: 26801^6
Cloaks your target in a burning veil. Flames will frequently lash out at attacking creatures, causing moderate damage.
ID: 26802^6
Cloaks your target in a burning veil. Flames will frequently lash out at attacking creatures, causing moderate damage.
ID: 26803^6
Burns your attacker for #1 damage.
ID: 26804^6
Burns your attacker for #1 damage.
ID: 26805^6
Burns your attacker for #1 damage.
ID: 26806^6
Allows the chance to heal all pets in your area when you cast direct damage spells up to level #6.
ID: 26807^6
Allows the chance to heal all pets in your area when you cast direct damage spells up to level #6.
ID: 26808^6
Allows the chance to heal all pets in your area when you cast direct damage spells up to level #6.
ID: 26809^6
Restores health to all pets in the area, healing between #1 and @1 damage.
ID: 26810^6
Restores health to all pets in the area, healing between #1 and @1 damage.
ID: 26811^6
Restores health to all pets in the area, healing between #1 and @1 damage.
ID: 26812^6
Covers your nearby group members in a thin layer of dreamfire, damaging any creatures that strike them.
ID: 26813^6
Covers your nearby group members in a thin layer of dreamfire, damaging any creatures that strike them.
ID: 26814^6
Covers your nearby group members in a thin layer of dreamfire, damaging any creatures that strike them.
ID: 26815^6
Cloaks your pet in an iceflame ward. This enhancement will damage any creature that strikes your pet and grant your pet a chance to damage enemies in melee with an iceflame crash. This crash will reflect a prismatic ward, protecting your pet from up to two damaging strikes.
ID: 26816^6
Cloaks your pet in an iceflame ward. This enhancement will damage any creature that strikes your pet and grant your pet a chance to damage enemies in melee with an iceflame crash. This crash will reflect a prismatic ward, protecting your pet from up to two damaging strikes.
ID: 26817^6
Cloaks your pet in an iceflame ward. This enhancement will damage any creature that strikes your pet and grant your pet a chance to damage enemies in melee with an iceflame crash. This crash will reflect a prismatic ward, protecting your pet from up to two damaging strikes.
ID: 26818^6
Deals #1 damage to its target and reflects a prismatic ward on the caster.
ID: 26819^6
Deals #1 damage to its target and reflects a prismatic ward on the caster.
ID: 26820^6
Deals #1 damage to its target and reflects a prismatic ward on the caster.
ID: 26821^6
Summons a sliver of glacial ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 26822^6
Summons a sliver of glacial ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 26823^6
Summons a sliver of glacial ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 26824^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 26825^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 26826^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 26827^6
Grants your target a ring of levitation.
ID: 26828^6
Allows you to levitate for up to %z.
ID: 26829^6
Creates a rain of daggers that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 26830^6
Creates a rain of daggers that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 26831^6
Creates a rain of daggers that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 26832^6
Creates a circle of scalding winds around you, causing @1 damage to all nearby creatures.
ID: 26833^6
Creates a circle of scalding winds around you, causing @1 damage to all nearby creatures.
ID: 26834^6
Creates a circle of scalding winds around you, causing @1 damage to all nearby creatures.
ID: 26835^6
Strikes your target with focused elemental fire, causing @1 damage. The force of this fire can sometimes be harnessed to greatly increase the damage of your next direct damage spell. However, the flare can sometimes backfire and cause your direct damage spells to be less powerful.
ID: 26836^6
Strikes your target with focused elemental fire, causing @1 damage. The force of this fire can sometimes be harnessed to greatly increase the damage of your next direct damage spell. However, the flare can sometimes backfire and cause your direct damage spells to be less powerful.
ID: 26837^6
Strikes your target with focused elemental fire, causing @1 damage. The force of this fire can sometimes be harnessed to greatly increase the damage of your next direct damage spell. However, the flare can sometimes backfire and cause your direct damage spells to be less powerful.
ID: 26838^6
Conjures energy from the planar connections surrounding you, converting it into mental energy.
ID: 26839^6
Conjures energy from the planar connections surrounding you, converting it into mental energy.
ID: 26840^6
Conjures energy from the planar connections surrounding you, converting it into mental energy.
ID: 26841^6
Places a rod of spectral transvergence in the hands of all nearby allies.
ID: 26842^6
Places a rod of spectral transvergence in the hands of all nearby allies.
ID: 26843^6
Places a rod of spectral transvergence in the hands of all nearby allies.
ID: 26844^6
Summons a ruinous elemental servant that will relentlessly attack your target for @1 seconds.
ID: 26845^6
Summons a ruinous elemental servant that will relentlessly attack your target for @1 seconds.
ID: 26846^6
Summons a ruinous elemental servant that will relentlessly attack your target for @1 seconds.
ID: 26847^6
Strikes your target with a spear of magma, dealing @1 points of damage.
ID: 26848^6
Strikes your target with a spear of magma, dealing @1 points of damage.
ID: 26849^6
Strikes your target with a spear of magma, dealing @1 points of damage.
ID: 26850^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 26851^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 26852^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 26853^6
Increases mana by #7 every six seconds.
ID: 26854^6
Increases mana by #7 every six seconds.
ID: 26855^6
Increases mana by #7 every six seconds.
ID: 26856^6
A short-duration damage shield and spell feedback effect.
ID: 26857^6
A short-duration damage shield and spell feedback effect.
ID: 26858^6
A short-duration damage shield and spell feedback effect.
ID: 26859^6
Calls upon a hulking bodyguard. An earthen elemental will occasionally appear to protect you when you are struck in melee combat.
ID: 26860^6
Calls upon a hulking bodyguard. An earthen elemental will occasionally appear to protect you when you are struck in melee combat.
ID: 26861^6
Calls upon a hulking bodyguard. An earthen elemental will occasionally appear to protect you when you are struck in melee combat.
ID: 26862^6
Instant Duration.
ID: 26863^6
Instant Duration.
ID: 26864^6
Instant Duration.
ID: 26865^6
Surrounds your target in a voracious magical shield that causes damage to anything that strikes them for a short time. When they have been struck by melee ten times the flaming shield will inflict greater damage, and again after ten more melee strikes. After thirty total strikes the effect will fade.
ID: 26866^6
Surrounds your target in a voracious magical shield that causes damage to anything that strikes them for a short time. When they have been struck by melee ten times the flaming shield will inflict greater damage, and again after ten more melee strikes. After thirty total strikes the effect will fade.
ID: 26867^6
Surrounds your target in a voracious magical shield that causes damage to anything that strikes them for a short time. When they have been struck by melee ten times the flaming shield will inflict greater damage, and again after ten more melee strikes. After thirty total strikes the effect will fade.
ID: 26868^6
Inflicts #12 damage to any creature that strikes you in melee.
ID: 26869^6
Inflicts #12 damage to any creature that strikes you in melee.
ID: 26870^6
Inflicts #12 damage to any creature that strikes you in melee.
ID: 26871^6
Inflicts #12 damage to any creature that strikes you in melee.
ID: 26872^6
Inflicts #12 damage to any creature that strikes you in melee.
ID: 26873^6
Inflicts #12 damage to any creature that strikes you in melee.
ID: 26889^6
Distracts your opponent with a baffling flash, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist. Due to the concentration required, this spell can only be invoked after a rest interval.
ID: 26890^6
Distracts your opponent with a baffling flash, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist. Due to the concentration required, this spell can only be invoked after a rest interval.
ID: 26891^6
Distracts your opponent with a baffling flash, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist. Due to the concentration required, this spell can only be invoked after a rest interval.
ID: 26892^6
Chromatic flames jab your opponent, dealing #1 damage.
ID: 26893^6
Chromatic flames jab your opponent, dealing #1 damage.
ID: 26894^6
Chromatic flames jab your opponent, dealing #1 damage.
ID: 26895^6
Changes your form to that of a scarecrow.
ID: 26896^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 26897^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 26898^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 26899^6
Covers your target in the runes of Novak, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 26900^6
Covers your target in the runes of Novak, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 26901^6
Covers your target in the runes of Novak, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 26902^6
Covers you in runes that absorb damage.
ID: 26903^6
Covers you in runes that absorb damage.
ID: 26904^6
Covers you in runes that absorb damage.
ID: 26905^6
Fills your target with the energy of Novak, increasing their attack speed, agility, dexterity, and attack rating.
ID: 26906^6
Fills your target with the energy of Novak, increasing their attack speed, agility, dexterity, and attack rating.
ID: 26907^6
Fills your target with the energy of Novak, increasing their attack speed, agility, dexterity, and attack rating.
ID: 26908^6
Splinters your target's consciousness, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 26909^6
Splinters your target's consciousness, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 26910^6
Splinters your target's consciousness, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 26911^6
Causes your opponent to become baffled for up to %z. This spell works on creatures up to level @1.
ID: 26912^6
Causes your opponent to become baffled for up to %z. This spell works on creatures up to level @1.
ID: 26913^6
Causes your opponent to become baffled for up to %z. This spell works on creatures up to level @1.
ID: 26914^6
Increases your companions' mana and endurance regeneration as long as they stay inside the area of the aura.
ID: 26915^6
Increases your companions' mana and endurance regeneration as long as they stay inside the area of the aura.
ID: 26916^6
Increases your companions' mana and endurance regeneration as long as they stay inside the area of the aura.
ID: 26917^6
Adds #11 mana and #12 endurance every six seconds as long as you stay in the area of the aura.
ID: 26918^6
Adds #11 mana and #12 endurance every six seconds as long as you stay in the area of the aura.
ID: 26919^6
Adds #11 mana and #12 endurance every six seconds as long as you stay in the area of the aura.
ID: 26920^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 26921^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 26922^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 26923^6
Multicolored flames burst into your target's mind, dealing #1 damage.
ID: 26924^6
Multicolored flames burst into your target's mind, dealing #1 damage.
ID: 26925^6
Multicolored flames burst into your target's mind, dealing #1 damage.
ID: 26926^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance while also increasing the damage they will take from chromatic-based spells for %z.
ID: 26927^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 26928^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 26929^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 26930^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 26931^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time. This spell works on creatures up to level @1.
ID: 26932^6
Decreases the likelihood of charm breaking for any enemies within the area of the aura.
ID: 26933^6
Decreases the likelihood of charm breaking for any enemies within the area of the aura.
ID: 26934^6
Decreases the likelihood of charm breaking for any enemies within the area of the aura.
ID: 26935^6
Decreases the likelihood of charm breaking.
ID: 26936^6
Decreases the likelihood of charm breaking.
ID: 26937^6
Decreases the likelihood of charm breaking.
ID: 26938^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 26939^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 26940^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 26941^6
Absorbs #6 incoming melee damage.
ID: 26942^6
Absorbs #6 incoming melee damage.
ID: 26943^6
Absorbs #6 incoming melee damage.
ID: 26944^6
Places the aegis of Zykean on your target. The aegis absorbs up to @1 points of magical damage before dissipating. Consumes a peridot when cast.
ID: 26945^6
Places the aegis of Zykean on your target. The aegis absorbs up to @1 points of magical damage before dissipating. Consumes a peridot when cast.
ID: 26946^6
Places the aegis of Zykean on your target. The aegis absorbs up to @1 points of magical damage before dissipating. Consumes a peridot when cast.
ID: 26947^6
Decreases the awareness of enemies as long as they are inside the area of the aura.
ID: 26948^6
Decreases the awareness of enemies as long as they are inside the area of the aura.
ID: 26949^6
Decreases the awareness of enemies as long as they are inside the area of the aura.
ID: 26950^6
Reduces the awareness of enemies within the aura.
ID: 26951^6
Reduces the awareness of enemies within the aura.
ID: 26952^6
Reduces the awareness of enemies within the aura.
ID: 26953^6
A mind-weakening spell which leaves the subject confused, and gives the caster a twincast effect for direct damage spells.
ID: 26954^6
A mind-weakening spell which leaves the subject confused, and gives the caster a twincast effect for direct damage spells.
ID: 26955^6
A mind-weakening spell which leaves the subject confused, and gives the caster a twincast effect for direct damage spells.
ID: 26956^6
Gives the caster a twincast for destructive direct damage spells up to level @7.
ID: 26957^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 26958^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 26959^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 26960^6
Curtails your target's abilities, decreasing their agility, dexterity, strength, armor class, and ability to dual wield while slowing their attack speed for %z.
ID: 26961^6
Curtails your target's abilities, decreasing their agility, dexterity, strength, armor class, and ability to dual wield while slowing their attack speed for %z.
ID: 26962^6
Curtails your target's abilities, decreasing their agility, dexterity, strength, armor class, and ability to dual wield while slowing their attack speed for %z.
ID: 26963^6
Gives your target special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 26964^6
Gives your target special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 26965^6
Gives your target special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 26966^6
Changes your form to that of an amygdalan warrior.
ID: 26967^6
Places an aura of reiterative mana upon your target. The mana will enhance damaging spells, allowing your target to inflict additional damage via a mana reiteration strike. Mana reiteration strikes have a 10 percent chance to strike the target repeatedly. Mana reiteration strikes cause little to no anger.
ID: 26968^6
Places an aura of reiterative mana upon your target. The mana will enhance damaging spells, allowing your target to inflict additional damage via a mana reiteration strike. Mana reiteration strikes have a 10 percent chance to strike the target. Mana reiteration strikes cause little to no anger.
ID: 26969^6
Places an aura of reiterative mana upon your target. The mana will enhance damaging spells, allowing your target to inflict additional damage via a mana reiteration strike. Mana reiteration strikes have a 10 percent chance to strike the target. Mana reiteration strikes cause little to no anger.
ID: 26970^6
Strikes your target with reiterative mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 26971^6
Strikes your target with reiterative mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 26972^6
Strikes your target with reiterative mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 26973^6
Strikes your target with reiterative mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 26974^6
Strikes your target with reiterative mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 26975^6
Strikes your target with reiterative mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 26976^6
Strikes your target with reiterative mana, causing #1 damage.
ID: 26977^6
Strikes your target with reiterative mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 26978^6
Strikes your target with reiterative mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 26979^6
Strikes your target with reiterative mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 26980^6
Strikes your target with reiterative mana, causing #1 damage.
ID: 26981^6
Strikes your target with reiterative mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 26982^6
Strikes your target with reiterative mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 26983^6
Strikes your target with reiterative mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 26984^6
Strikes your target with reiterative mana, causing #1 damage.
ID: 26985^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a #2 percent chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 26986^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a #2 percent chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 26987^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a #2 percent chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 26988^6
Reduces attack speed and has a chance to cause the target to forget their enemies.
ID: 26989^6
Reduces attack speed and has a chance to cause the target to forget their enemies.
ID: 26990^6
Reduces attack speed and has a chance to cause the target to forget their enemies.
ID: 26991^6
Strikes your target with a chaotic burst of mental energy and spectral light, causing up to @1 damage.
ID: 26992^6
Strikes your target with a chaotic burst of mental energy and spectral light, causing up to @1 damage.
ID: 26993^6
Strikes your target with a chaotic burst of mental energy and spectral light, causing up to @1 damage.
ID: 26994^6
Chokes your target, dealing #1 damage initially and up to @5 damage every six seconds while reducing their magic resistance and accuracy for %z.
ID: 26995^6
Chokes your target, dealing #1 damage initially and up to @5 damage every six seconds while reducing their magic resistance and accuracy for %z.
ID: 26996^6
Chokes your target, dealing #1 damage initially and up to @5 damage every six seconds while reducing their magic resistance and accuracy for %z.
ID: 26997^6
Fills your body with warm power and turns your skin to stone. This skin absorbs up to @2 points of damage.
ID: 26998^6
Fills your body with warm power and turns your skin to stone. This skin absorbs up to @2 points of damage.
ID: 26999^6
Fills your body with warm power and turns your skin to stone. This skin absorbs up to @2 points of damage.
ID: 27000^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 27001^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 27002^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 27003^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 27004^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 27005^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 27006^6
Decreases the likelihood of charm breaking for any enemies within the area of the echo. This echo will not move with its owner.
ID: 27007^6
Decreases the likelihood of charm breaking for any enemies within the area of the echo. This echo will not move with its owner.
ID: 27008^6
Decreases the likelihood of charm breaking for any enemies within the area of the echo. This echo will not move with its owner.
ID: 27009^6
Decreases the likelihood of charm breaking.
ID: 27010^6
Decreases the likelihood of charm breaking.
ID: 27011^6
Decreases the likelihood of charm breaking.
ID: 27012^6
Places the will of Zykean on your group, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 27013^6
Places the will of Zykean on your group, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 27014^6
Places the will of Zykean on your group, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 27015^6
Surrounds your group in a manastorm, which has the chance to enhance damaging spells of up to level #2.
ID: 27016^6
Surrounds your group in a manastorm, which has the chance to enhance damaging spells of up to level #2.
ID: 27017^6
Surrounds your group in a manastorm, which has the chance to enhance damaging spells of up to level #2.
ID: 27018^6
A mana storm enhances your damaging spells, adding #1 damage.
ID: 27019^6
A mana storm enhances your damaging spells, adding #1 damage.
ID: 27020^6
A mana storm enhances your damaging spells, adding #1 damage.
ID: 27021^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 27022^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 27023^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 27024^6
Covers your group in protective runes. These runes will absorb #1 incoming damage before dissipating. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 27025^6
Covers your group in protective runes. These runes will absorb #1 incoming damage before dissipating. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 27026^6
Covers your group in protective runes. These runes will absorb #1 incoming damage before dissipating. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 27027^6
Any creature struck by this spell will lose hatred for their target.
ID: 27028^6
Any creature struck by this spell will lose hatred for their target.
ID: 27029^6
Any creature struck by this spell will lose hatred for their target.
ID: 27030^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 27031^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 27032^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 27033^6
Changes your form to that of a royal guardian.
ID: 27034^6
Pulses a mana reiteration effect onto your companions, as long as they stay inside the area of the aura.
ID: 27035^6
Pulses a mana reiteration effect onto your companions, as long as they stay inside the area of the aura.
ID: 27036^6
Pulses a mana reiteration effect onto your companions, as long as they stay inside the area of the aura.
ID: 27037^6
Direct damage spells will inflict additional damage in the form of a mana reiteration strike. Mana reiteration strikes generate little to no anger.
ID: 27038^6
Direct damage spells will inflict additional damage in the form of a mana reiteration strike. Mana reiteration strikes generate little to no anger.
ID: 27039^6
Direct damage spells will inflict additional damage in the form of a mana reiteration strike. Mana reiteration strikes generate little to no anger.
ID: 27040^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The phobiate steals up to #2 mana from your target and uses it to restore your own.
ID: 27041^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The phobiate steals up to #2 mana from your target and uses it to restore your own.
ID: 27042^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The phobiate steals up to #2 mana from your target and uses it to restore your own.
ID: 27043^6
Increases mana by #7 every six seconds.
ID: 27044^6
Increases mana by #7 every six seconds.
ID: 27045^6
Increases mana by #7 every six seconds.
ID: 27046^6
Cleaves your target's mind with a blade of pure light, dealing up to @1 damage.
ID: 27047^6
Cleaves your target's mind with a blade of pure light, dealing up to @1 damage.
ID: 27048^6
Cleaves your target's mind with a blade of pure light, dealing up to @1 damage.
ID: 27049^6
Projects a hypnotic stare which mesmerizes enemies surrounding a location of your choosing. Each target has a #2 percent chance forget its hatred of its enemies.
ID: 27050^6
Projects a hypnotic stare which mesmerizes enemies surrounding a location of your choosing. Each target has a #2 percent chance forget its hatred of its enemies.
ID: 27051^6
Projects a hypnotic stare which mesmerizes enemies surrounding a location of your choosing. Each target has a #2 percent chance forget its hatred of its enemies.
ID: 27052^6
Has a chance to cause its target to forget its enemies.
ID: 27053^6
Meserizes the target for up to %z and has a chance to cause it to forget its enemies.
ID: 27054^6
Meserizes the target for up to %z and has a chance to cause it to forget its enemies.
ID: 27055^6
Meserizes the target for up to %z and has a chance to cause it to forget its enemies.
ID: 27056^6
Places a multi-colored, shifting pattern of runes around you that absorbs #1 points of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 27057^6
Places a multi-colored, shifting pattern of runes around you that absorbs #1 points of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 27058^6
Places a multi-colored, shifting pattern of runes around you that absorbs #1 points of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 27059^6
Stuns targets of up to level @1.
ID: 27060^6
Stuns targets of up to level @1.
ID: 27061^6
Stuns targets of up to level @1.
ID: 27062^6
Grants you the benefits of both a Spectral and a Polyspectral Rune.
ID: 27063^6
Grants you the benefits of both a Spectral and a Polyspectral Rune.
ID: 27064^6
Grants you the benefits of both a Spectral and a Polyspectral Rune.
ID: 27065^6
Infiltrates your target's mind with compelling whispers, allowing you to control them for a short time. This spell works on creatures up to level @1. There is a chance for this spell to stun its target when it wears off.
ID: 27066^6
Infiltrates your target's mind with compelling whispers, allowing you to control them for a short time. This spell works on creatures up to level @1. There is a chance for this spell to stun its target when it wears off.
ID: 27067^6
Infiltrates your target's mind with compelling whispers, allowing you to control them for a short time. This spell works on creatures up to level @1. There is a chance for this spell to stun its target when it wears off.
ID: 27068^6
Has a #1 chance to cast a stun spell.
ID: 27069^6
Has a #1 chance to cast a stun spell.
ID: 27070^6
Has a #1 chance to cast a stun spell.
ID: 27071^6
Stuns targets of up to level @1.
ID: 27072^6
Stuns targets of up to level @1.
ID: 27073^6
Stuns targets of up to level @1.
ID: 27074^6
Drains up to #1 mana from your target. For each point of mana drained, the target will take damage.
ID: 27075^6
Drains up to #1 mana from your target. For each point of mana drained, the target will take damage.
ID: 27076^6
Drains up to #1 mana from your target. For each point of mana drained, the target will take damage.
ID: 27077^6
Gives your group special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 27078^6
Gives your group special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 27079^6
Gives your group special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 27080^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 27081^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 27082^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 27083^6
Mesmerizes creatures of up to level @1.
ID: 27084^6
Mesmerizes creatures of up to level @1.
ID: 27085^6
Mesmerizes creatures of up to level @1.
ID: 27098^6
Increases your accuracy and the damage you do with melee attacks.
ID: 27099^6
Increases your accuracy and the damage you do with melee attacks.
ID: 27100^6
Increases your accuracy and the damage you do with melee attacks.
ID: 27101^6
Increases your warder's accuracy and the damage it does with melee attacks.
ID: 27102^6
Increases your warder's accuracy and the damage it does with melee attacks.
ID: 27103^6
Increases your warder's accuracy and the damage it does with melee attacks.
ID: 27104^6
Imbues your group with the focus of Emiq, providing increased hit points for %z.
ID: 27105^6
Imbues your group with the focus of Emiq, providing increased hit points for %z.
ID: 27106^6
Imbues your group with the focus of Emiq, providing increased hit points for %z.
ID: 27107^6
Increases your warder's accuracy and the damage it does with melee attacks, at the cost of its maximum health and armor class.
ID: 27108^6
Increases your warder's accuracy and the damage it does with melee attacks, at the cost of its maximum health and armor class.
ID: 27109^6
Increases your warder's accuracy and the damage it does with melee attacks, at the cost of its maximum health and armor class.
ID: 27110^6
Increases your warder's maximum health, mitigation, and armor class at the cost of accuracy.
ID: 27111^6
Increases your warder's maximum health, mitigation, and armor class at the cost of accuracy.
ID: 27112^6
Increases your warder's maximum health, mitigation, and armor class at the cost of accuracy.
ID: 27113^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption. This spell will grant additional healing to warders that are severely injured.
ID: 27114^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption. This spell will grant additional healing to warders that are severely injured.
ID: 27115^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption. This spell will grant additional healing to warders that are severely injured.
ID: 27116^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 27117^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 27118^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 27119^6
Strikes up to three targets in front of you with a flurry of melee attacks.
ID: 27120^6
Strikes up to three targets in front of you with a flurry of melee attacks.
ID: 27121^6
Strikes up to three targets in front of you with a flurry of melee attacks.
ID: 27122^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 27123^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 27124^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 27125^6
Causes your target to fall into a lethargic state, slowing their attack speed for %z.
ID: 27126^6
Causes your target to fall into a lethargic state, slowing their attack speed for %z.
ID: 27127^6
Causes your target to fall into a lethargic state, slowing their attack speed for %z.
ID: 27128^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 27129^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 27130^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 27131^6
Fills your group with spiritual valor, increasing their hit points and attack rating for %z.
ID: 27132^6
Fills your group with spiritual valor, increasing their hit points and attack rating for %z.
ID: 27133^6
Fills your group with spiritual valor, increasing their hit points and attack rating for %z.
ID: 27134^6
Heals your warder for #1 hit points every six seconds for %z. When this spell wears off, the bearer will experience a miraculous mending.
ID: 27135^6
Heals your warder for #1 hit points every six seconds for %z. When this spell wears off, the bearer will experience a miraculous mending.
ID: 27136^6
Heals your warder for #1 hit points every six seconds for %z. When this spell wears off, the bearer will experience a miraculous mending.
ID: 27137^6
Heals you for #1 hit points.
ID: 27138^6
Heals you for #1 hit points.
ID: 27139^6
Heals you for #1 hit points.
ID: 27140^6
Grants your warder a bolstering power, allowing it to heal its enemy's most hated enemy.
ID: 27141^6
Grants your warder a bolstering power, allowing it to heal its enemy's most hated enemy.
ID: 27142^6
Grants your warder a bolstering power, allowing it to heal its enemy's most hated enemy.
ID: 27143^6
Heals the target's target for up to @1 hit points.
ID: 27144^6
Heals the target's target for up to @1 hit points.
ID: 27145^6
Heals the target's target for up to @1 hit points.
ID: 27146^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating. Increases the attack speed of your group members.
ID: 27147^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating. Increases the attack speed of your group members.
ID: 27148^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating. Increases the attack speed of your group members.
ID: 27149^6
Increases your attack speed for %z.
ID: 27150^6
Increases your attack speed for %z.
ID: 27151^6
Increases your attack speed for %z.
ID: 27152^6
Imbues your group with nature's fury, increasing your damage mitigation and weapon speed, while increasing the chance for you and your pets to perform flurries of attacks.
ID: 27153^6
Imbues your group with nature's fury, increasing your damage mitigation and weapon speed, while increasing the chance for you and your pets to perform flurries of attacks.
ID: 27154^6
Imbues your group with nature's fury, increasing your damage mitigation and weapon speed, while increasing the chance for you and your pets to perform flurries of attacks.
ID: 27155^6
Inflicts your target with Sarsez' bite, dealing #1 damage.
ID: 27156^6
Inflicts your target with Sarsez' bite, dealing #1 damage.
ID: 27157^6
Inflicts your target with Sarsez' bite, dealing #1 damage.
ID: 27158^6
Bestows a spectral rampart upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 27159^6
Bestows a spectral rampart upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 27160^6
Bestows a spectral rampart upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 27161^6
Summons a feral warder to aid you in battle.
ID: 27162^6
A spell which increases the target's hate, and strikes it with cold and poisonous venom.
ID: 27163^6
A spell which increases the target's hate, and strikes it with cold and poisonous venom.
ID: 27164^6
A spell which increases the target's hate, and strikes it with cold and poisonous venom.
ID: 27165^6
Poisons your target, dealing up to @1 damage.
ID: 27166^6
Poisons your target, dealing up to @1 damage.
ID: 27167^6
Poisons your target, dealing up to @1 damage.
ID: 27168^6
Freezes your target, dealing up to @1 damage.
ID: 27169^6
Freezes your target, dealing up to @1 damage.
ID: 27170^6
Freezes your target, dealing up to @1 damage.
ID: 27171^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 27172^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 27173^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 27174^6
You bellow a frosty roar, dealing #1 damage to all surrounding enemies.
ID: 27175^6
You bellow a frosty roar, dealing #1 damage to all surrounding enemies.
ID: 27176^6
You bellow a frosty roar, dealing #1 damage to all surrounding enemies.
ID: 27177^6
Infuses you and your pet with the power of a tiger, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 27178^6
Infuses you and your pet with the power of a tiger, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 27179^6
Infuses you and your pet with the power of a tiger, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 27180^6
Infuses you and your pet with the power of a tiger, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 27181^6
Infuses you and your pet with the power of a tiger, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 27182^6
Infuses you and your pet with the power of a tiger, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 27183^6
Fills your warder with the spirit of Kron, increasing their dexterity and giving them a chance to perform a stunning magical attack.
ID: 27184^6
Fills your warder with the spirit of Kron, increasing their dexterity and giving them a chance to perform a stunning magical attack.
ID: 27185^6
Fills your warder with the spirit of Kron, increasing their dexterity and giving them a chance to perform a stunning magical attack.
ID: 27186^6
The spirit of Kron strikes your target, dealing #1 damage and stunning creatures up to level @3.
ID: 27187^6
The spirit of Kron strikes your target, dealing #1 damage and stunning creatures up to level @3.
ID: 27188^6
The spirit of Kron strikes your target, dealing #1 damage and stunning creatures up to level @3.
ID: 27189^6
Envelops your group in an aura of spiritual enhancement, increasing their hit point, mana, and endurance regeneration.
ID: 27190^6
Envelops your group in an aura of spiritual enhancement, increasing their hit point, mana, and endurance regeneration.
ID: 27191^6
Envelops your group in an aura of spiritual enhancement, increasing their hit point, mana, and endurance regeneration.
ID: 27192^6
Fills your target with callous ferocity, increasing their triple attack chance, standard resistances, attack rating, and stamina.
ID: 27193^6
Fills your target with callous ferocity, increasing their triple attack chance, standard resistances, attack rating, and stamina.
ID: 27194^6
Fills your target with callous ferocity, increasing their triple attack chance, standard resistances, attack rating, and stamina.
ID: 27195^6
Increases your warder's dexterity and gives them a chance to perform a debilitating attack that will slow and damage their target.
ID: 27196^6
Increases your warder's dexterity and gives them a chance to perform a debilitating attack that will slow and damage their target.
ID: 27197^6
Increases your warder's dexterity and gives them a chance to perform a debilitating attack that will slow and damage their target.
ID: 27198^6
Inflicts #1 damage every six seconds. Reduces attack speed.
ID: 27199^6
Inflicts #1 damage every six seconds. Reduces attack speed.
ID: 27200^6
Inflicts #1 damage every six seconds. Reduces attack speed.
ID: 27201^6
Surrounds your target in Kron's Maelstrom, damaging them with poison, disease, and ice attacks. Kron's gaze will then fall upon them for a short time, repeating one of the three attacks when it fades.
ID: 27202^6
Surrounds your target in Kron's Maelstrom, damaging them with poison, disease, and ice attacks. Kron's gaze will then fall upon them for a short time, repeating one of the three attacks when it fades.
ID: 27203^6
Surrounds your target in Kron's Maelstrom, damaging them with poison, disease, and ice attacks. Kron's gaze will then fall upon them for a short time, repeating one of the three attacks when it fades.
ID: 27204^6
Fixes Kron's gaze upon the target, attacking them with poison, disease, or ice when it fades.
ID: 27205^6
Fixes Kron's gaze upon the target, attacking them with poison, disease, or ice when it fades.
ID: 27206^6
Fixes Kron's gaze upon the target, attacking them with poison, disease, or ice when it fades.
ID: 27207^6
Instant Duration.
ID: 27208^6
Instant Duration.
ID: 27209^6
Instant Duration.
ID: 27210^6
Strikes your target with poison, dealing #1 damage.
ID: 27211^6
Strikes your target with poison, dealing #1 damage.
ID: 27212^6
Strikes your target with poison, dealing #1 damage.
ID: 27213^6
Strikes your target with disease, dealing #1 damage.
ID: 27214^6
Strikes your target with disease, dealing #1 damage.
ID: 27215^6
Strikes your target with disease, dealing #1 damage.
ID: 27216^6
Strikes your target with ice, dealing #1 damage.
ID: 27217^6
Strikes your target with ice, dealing #1 damage.
ID: 27218^6
Strikes your target with ice, dealing #1 damage.
ID: 27219^6
Assaults your target with a flurry of savage attacks.
ID: 27220^6
Assaults your target with a flurry of savage attacks.
ID: 27221^6
Assaults your target with a flurry of savage attacks.
ID: 27222^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 27223^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 27224^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 27225^6
Instant Duration.
ID: 27226^6
Instant Duration.
ID: 27227^6
Instant Duration.
ID: 27228^6
Instant Duration.
ID: 27229^6
Places a rampart around your warder that greatly increases its chance to mitigate or completely resist detrimental spells. It will absorb up to @2 damage before fading. When this rampart fades, your warder will be healed.
ID: 27230^6
Places a rampart around your warder that greatly increases its chance to mitigate or completely resist detrimental spells. It will absorb up to @2 damage before fading. When this rampart fades, your warder will be healed.
ID: 27231^6
Places a rampart around your warder that greatly increases its chance to mitigate or completely resist detrimental spells. It will absorb up to @2 damage before fading. When this rampart fades, your warder will be healed.
ID: 27232^6
Heals your target for up to @1 hit points.
ID: 27233^6
Heals your target for up to @1 hit points.
ID: 27234^6
Heals your target for up to @1 hit points.
ID: 27235^6
Infuses your pet with offensive and regenerative power and summons animals to fight at its side.
ID: 27236^6
Infuses your pet with offensive and regenerative power and summons animals to fight at its side.
ID: 27237^6
Infuses your pet with offensive and regenerative power and summons animals to fight at its side.
ID: 27238^6
Increases the bearer's maximum hit points by #7, heals for #6 points every six seconds, and increases the damage done by melee attacks.
ID: 27239^6
Increases the bearer's maximum hit points by #7, heals for #6 points every six seconds, and increases the damage done by melee attacks.
ID: 27240^6
Increases the bearer's maximum hit points by #7, heals for #6 points every six seconds, and increases the damage done by melee attacks.
ID: 27241^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 27242^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 27243^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 27256^6
Forges several Axes of the Savage.
ID: 27257^6
Consumes your body with a cleaving anger that greatly increase your chances of landing a crippling blow.
ID: 27258^6
Consumes your body with a cleaving anger that greatly increase your chances of landing a crippling blow.
ID: 27259^6
Consumes your body with a cleaving anger that greatly increase your chances of landing a crippling blow.
ID: 27260^6
Strikes your opponent with three Frenzy attacks while making them weaker against additional Frenzy and Throwing attacks.
ID: 27261^6
Strikes your opponent with three Frenzy attacks while making them weaker against additional Frenzy and Throwing attacks.
ID: 27262^6
Strikes your opponent with three Frenzy attacks while making them weaker against additional Frenzy and Throwing attacks.
ID: 27263^6
Aims an axe of the savage at your opponent's legs, causing slower movement speed and dealing #1 damage every six seconds for %z.
ID: 27264^6
Aims an axe of the savage at your opponent's legs, causing slower movement speed and dealing #1 damage every six seconds for %z.
ID: 27265^6
Aims an axe of the savage at your opponent's legs, causing slower movement speed and dealing #1 damage every six seconds for %z.
ID: 27266^6
Using this high-pitched scream, you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
ID: 27267^6
Using this high-pitched scream you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
ID: 27268^6
Using this high-pitched scream you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
ID: 27269^6
Executes a vicious melee attack on your opponent. This ability can only be used if you are not currently in combat.
ID: 27270^6
Executes a vicious melee attack on your opponent. This ability can only be used if you are not currently in combat.
ID: 27271^6
Executes a vicious melee attack on your opponent. This ability can only be used if you are not currently in combat.
ID: 27272^6
Hurls an axe of the savage to slash the skin of your target, causing #1 damage every six seconds for %z. The exertion of the blood axe attack will injure you.
ID: 27273^6
Hurls an axe of the savage to slash the skin of your target, causing #1 damage every six seconds for %z. The exertion of the blood axe attack will injure you.
ID: 27274^6
Hurls an axe of the savage to slash the skin of your target, causing #1 damage every six seconds for %z. The exertion of the blood axe attack will injure you.
ID: 27275^6
Increases the amount of damage received from melee attacks by #1 for ten hits.
ID: 27276^6
Increases the amount of damage received from melee attacks by #1 for ten hits.
ID: 27277^6
Increases the amount of damage received from melee attacks by #1 for ten hits.
ID: 27278^6
Launches a gigantic throwing axe at your target.
ID: 27279^6
Launches a gigantic throwing axe at your target.
ID: 27280^6
Launches a gigantic throwing axe at your target.
ID: 27281^6
Aims an axe of the savage at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 27282^6
Aims an axe of the savage at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 27283^6
Aims an axe of the savage at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 27284^6
Focuses energy into your arms, increasing your attack speed and your chance to make a greater number of attacks each round.
ID: 27285^6
Focuses energy into your arms, increasing your attack speed and your chance to make a greater number of attacks each round.
ID: 27286^6
Focuses energy into your arms, increasing your attack speed and your chance to make a greater number of attacks each round.
ID: 27287^6
Launches a volley of four axes at your target.
ID: 27288^6
Launches a volley of four axes at your target.
ID: 27289^6
Launches a volley of four axes at your target.
ID: 27290^6
Throws an axe of the savage wildly, briefly distracting your opponent.
ID: 27291^6
Throws an axe of the savage wildly, briefly distracting your opponent.
ID: 27292^6
Throws an axe of the savage wildly, briefly distracting your opponent.
ID: 27293^6
Throws an axe of the savage wildly, damaging your opponent and having a chance to apply other detrimental effects.
ID: 27294^6
Throws an axe of the savage wildly, damaging your opponent and having a chance to apply other detrimental effects.
ID: 27295^6
Throws an axe of the savage wildly, damaging your opponent and having a chance to apply other detrimental effects.
ID: 27296^6
An axe slices deeply into your opponent, causing them to take increased damage.
ID: 27297^6
An axe slices deeply into your opponent, causing them to take increased damage.
ID: 27298^6
An axe slices deeply into your opponent, causing them to take increased damage.
ID: 27299^6
Aims an axe of the savage at your opponent's head, briefly stunning them.
ID: 27300^6
Aims an axe of the savage at your opponent's head, briefly stunning them.
ID: 27301^6
Aims an axe of the savage at your opponent's head, briefly stunning them.
ID: 27302^6
Throws an axe of the savage wildly, briefly distracting your opponent.
ID: 27303^6
Throws an axe of the savage wildly, briefly distracting your opponent.
ID: 27304^6
Throws an axe of the savage wildly, briefly distracting your opponent.
ID: 27305^6
Strikes your opponent with a flurry of axes, damaging them and applying an additional detrimental effect.
ID: 27306^6
Strikes your opponent with a flurry of axes, damaging them and applying an additional detrimental effect.
ID: 27307^6
Strikes your opponent with a flurry of axes, damaging them and applying an additional detrimental effect.
ID: 27308^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 27309^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 27310^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 27311^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 27312^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 27313^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 27314^6
Instant Duration.
ID: 27315^6
Instant Duration.
ID: 27316^6
Instant Duration.
ID: 27317^6
Incites your target's target and yourself with a shared bloodlust increasing the amount of damage you both do with melee weapons.
ID: 27318^6
Incites your target's target and yourself with a shared bloodlust increasing the amount of damage you both do with melee weapons.
ID: 27319^6
Incites your target's target and yourself with a shared bloodlust increasing the amount of damage you both do with melee weapons.
ID: 27320^6
Increases the damage you do with melee weapons.
ID: 27321^6
Increases the damage you do with melee weapons.
ID: 27322^6
Increases the damage you do with melee weapons.
ID: 27342^6
Propels user up and forward.
ID: 27343^6
Changes the viewable spectrum.
ID: 27346^6
A relaxing drink that provides peaceful dreams.
ID: 27347^6
A drink matched only by the euphoria of the greatest dreams.
ID: 27348^6
Constructs a portable brewbarrel.
ID: 27349^6
Constructs a portable forge.
ID: 27350^6
Constructs a portable kiln.
ID: 27351^6
Constructs a portable oven.
ID: 27352^6
Constructs a portable potterywheel.
ID: 27373^6
Mistletoe appears over your head.
ID: 27374^6
Leaves of Holly surround you, bringing a jolly spirit. Others will think more highly of you.
ID: 27375^6
You are filled with the essence of fruitcake, making you less hungry.
ID: 27376^6
A whirl of frost surrounds you, dealing frost damage to those who dare strike you.
ID: 27377^6
A cloud of confetti envelops you, making you slightly harder to hit.
ID: 27378^6
Summons your very own frostfell goblin helper.
ID: 27379^6
Jonathan Caraker's Buff (Copycat)
ID: 27380^6
You summon Santug Claugg to help spread holiday cheer.
ID: 27381^6
Summons a snow spider who occasionally makes snow fall on other adventurers.
ID: 27382^6
Break off a piece of fruitcake.
ID: 27383^6
Causes a colorful spray of confetti to shoot forward.
ID: 27384^6
Your ability to move, cast spells, or use combat abilities has been restricted.
ID: 27385^6
You lose control of your body and eyesight.
ID: 27387^6
The transformation has lowered your intelligence and strength, while leaving you more susceptible to cold attacks.
ID: 27390^6
Covers the caster in a protective barrier, and reflects a large portion of incoming spell damage.
ID: 27391^6
Causes a loss of health, mana, and endurance over time.
ID: 27394^6
The potent ale affects your eyesight, sobriety, and ability to move.
ID: 27396^6
A relaxing effect that keeps you calm.
ID: 27426^6
Reduces the mana consumed when casting damaging spells.
ID: 27434^6
Increases damage for all spells by ten to twenty five percent for all instant-cast detrimental spells level 85 and below.
ID: 27443^6
Increases spell crit chance for instant damage spells by #6 percent while increasing mana costs for up to %z.
ID: 27451^6
Places a barrier around all within range protecting against #3 spell damage or up to %z, whichever comes first.
ID: 27471^6
Reduces incoming cold and fire damage by 75 percent for up to %z.
ID: 27486^6
Raises the AC cap, and raises your actual AC for up to %z.
ID: 27489^6
Grants you the ability to see invisible creatures, ultravision, and increases movement speed for up to %z.
ID: 27516^6
Cleanses your body's impurities through pain inflicting #1 damage per tick for up to %z.
ID: 27523^6
Allows you to take control over an enemy. Some enemies may not like it.
ID: 27524^6
Inflicts #1 damage instantly, and then #2 damage per tick for up to %z.
ID: 27526^6
Inflicts #1 damage instantly, and then #2 damage per tick for up to %z.
ID: 27528^6
Inflicts #1 damage to all enemies who strike you.
ID: 27532^6
Increases hate from detrimental spells for up to %z.
ID: 27534^6
Reduces hate generated by #1 for up to %z.
ID: 27536^6
Increases critical spell damage by #1 percent for up to %z.
ID: 27537^6
Increases damage from skill attacks by #4 percent, and AC by #12 for up to %z.
ID: 27547^6
Causes all detrimental spells to land for critical effect at a cost of greatly increased mana usage for up to %z.
ID: 27558^6
Inflicts #2 damage every six seconds.
ID: 27590^6
Instantly inflicts #1 damage upon yourself, and #2 damage over time for up to %z.
ID: 27627^6
While this ability is active, any creature that tries to attack the enchanter has a chance to be stunned in retribution. This ability does not affect creatures that are immune to stunning.
ID: 27636^6
An unseen force grabs you inflicting 8000 damage per tick.
ID: 27638^6
An unseen hand shoves you away inflicting 8000 damage per tick.
ID: 27664^6
This ability allows you to enchant a bar of Faymetal using some of your mana.
ID: 27665^6
This ability allows you to enchant 10 bars of Faymetal using some of your mana.
ID: 27667^6
Inflicts #1 damage per tick, while reducing melee and movement speed for up to %z.
ID: 27701^6
Cloaks you in a shimmering illusion that makes you appear to be an evil eye.
ID: 27702^6
Cloaks you in a chilling illusion that makes you appear to be a Spectre. This spell also grants infravision and see invis.
ID: 27703^6
Cloaks you in a shimmering illusion that makes you appear to be a violet Sporali.
ID: 27704^6
Cloaks you in a shimmering illusion that makes you appear to be a fairy.
ID: 27705^6
Cloaks you in a shimmering illusion that makes you appear to be a Kobold Serf. Grants infravision and up to 30 resist disease.
ID: 27706^6
Cloaks you in a shimmering illusion that makes you appear to be a Hideous Harpy. Grants up to 30 charisma and up to 40 attack.
ID: 27707^6
Cloaks you in a shimmering illusion that makes you appear to be a Stone Gargoyle and increases AC.
ID: 27708^6
Cloaks you in a mystical illusion that makes you appear as a hooded Scrykin.
ID: 27709^6
Cloaks you in a shimmering illusion that makes your appearance into the Goblin King.
ID: 27710^6
Cloaks you in a shimmering illusion that makes you appear to be the Kobold King, Gragnar.
ID: 27711^6
Cloaks you in a shimmering illusion that makes you appear to be the Bixie Queen, Pelzia.
ID: 27712^6
Cloaks you in a shimmering illusion that makes you appear to be a Bixie Drone.
ID: 27713^6
Cloaks you in a shimmering illusion that makes you appear to be a Brownie.
ID: 27714^6
Cloaks you in a shimmering illusion that makes you appear to be a Brownie Noble.
ID: 27715^6
Cloaks you in a fiery illusion that makes you appear as a Pyrilen.
ID: 27716^6
Cloaks you in an icy illusion that makes you appear as a Gelidran.
ID: 27717^6
Cloaks you in a hideous illusion that makes you appear as a Banshee.
ID: 27718^6
Cloaks you in a crystalline illusion that makes you appear as a Golem.
ID: 27719^6
Cloaks you in a mystical illusion that makes you appear as a Scrykin.
ID: 27720^6
Cloaks you in a deathly illusion that makes you appear as an undead spined Shiliskin.
ID: 27721^6
Cloaks you in a frozen illusion that makes you appear as a Golem.
ID: 27722^6
Cloaks you in a shimmering illusion that makes you appear to be an Aviak Rook. Grants levitation and increases movement speed.
ID: 27723^6
Cloaks you in a shimmering illusion that makes you appear to be a Siren Enticer. Grants up to 50 charisma.
ID: 27724^6
Cloaks you in a shimmering illusion that makes you appear to be a Frost Goblin. Grants up to 50 resist cold.
ID: 27725^6
Cloaks you in a shimmering illusion that makes you appear to be an Iksar Skeleton.
ID: 27726^6
Cloaks you in a shimmering illusion that makes you appear to be a Bloodmoon Orc.
ID: 27727^6
Cloaks you in a shimmering illusion that makes you appear to be a raptor. Grants you increased movement speed.
ID: 27728^6
Cloaks you in a shimmering illusion that makes you appear to be a gnome pirate. Grants you increased damage with slashing and piercing weapons.
ID: 27729^6
Cloaks you in a shimmering illusion that makes you appear to be an Embattled Minotaur. Grants up to 50 attack.
ID: 27730^6
Cloaks you in a shimmering illusion that makes you appear to be a Spirited Satyr.
ID: 27731^6
Cloaks you in a shimmering illusion that makes you appear to be a Primal Kerran. Grants up to 50 fire resist.
ID: 27732^6
Cloaks you in a shimmering illusion that makes you appear to be a minotaur.
ID: 27733^6
Cloaks you in a shimmering illusion that makes you appear to be a kunark goblin.
ID: 27734^6
Cloaks you in a shimmering illusion that makes you appear to be a centaur.
ID: 27735^6
Cloaks you in a shimmering illusion that makes you appear to be a banshee.
ID: 27736^6
Cloaks you in a shimmering illusion that makes you appear to be a red gargoyle and increases your AC.
ID: 27737^6
Cloaks you in a shimmering illusion that makes you appear to be an aviak. Grants enhanced movement speed and levitation.
ID: 27738^6
Decreases the reuse time of Eradicator Discipline by 21 percent.
ID: 27739^6
Decreases the reuse time of Eradicator Discipline by 28 percent.
ID: 27740^6
Cloaks you in a shimmering illusion that makes you appear to be a white kobold and increases your AC.
ID: 27741^6
Cloaks you in a shimmering illusion that makes you appear to be a Satyr of Morell.
ID: 27742^6
Cloaks you in a shimmering illusion that makes you appear to be a recluse spider. Grants you a small poison proc.
ID: 27743^6
Cloaks you in a shimmering illusion that makes you appear to be a Drachnid. Grants a small increase to dodge and movement rate.
ID: 27744^6
Cloaks you in a shimmering illusion that makes you appear to be an Ogre Pirate. Grants a small increase to health.
ID: 27745^6
Cloaks you in a shimmering illusion that makes you appear to be a crystal hydra. Grants you a small spell shield that may shatter if hit too often.
ID: 27746^6
Cloaks you in a shimmering illusion that makes you appear to be a vitrik. Grants you levitation and some disease resistance.
ID: 27747^6
Cloaks you in a shimmering illusion that makes you appear to be a crystal sessiloid. Grants you a movement speed increase and magic resistance.
ID: 27749^6
Opens an arcane portal that teleports you to your Primary Anchor.
ID: 27750^6
Opens an arcane portal that teleports your target to their Primary Anchor.
ID: 27751^6
Opens an arcane portal that teleports your entire group to your Primary Anchor.
ID: 27752^6
Opens an arcane portal that teleports all nearby allies to their Primary Anchor.
ID: 27753^6
Opens an arcane portal that teleports you to your Secondary Anchor.
ID: 27754^6
Opens an arcane portal that teleports your target to their Secondary Anchor.
ID: 27755^6
Opens an arcane portal that teleports your entire group to your Secondary Anchor.
ID: 27756^6
Opens an arcane portal that teleports all nearby allies to their Secondary Anchor.
ID: 27757^6
Opens an arcane portal that teleports your target to your Primary Anchor.
ID: 27758^6
Opens an arcane portal that teleports your target to your Secondary Anchor.
ID: 27763^6
Instant Spell
ID: 27764^6
Causes extra damage when target is hit.
ID: 27765^6
Instant Spell
ID: 27766^6
Causes damage over time.
ID: 27767^6
Reduces attack power and causes damage over time.
ID: 27768^6
Causes damage and blindness.
ID: 27769^6
Instant Spell
ID: 27770^6
Slows movement rate and melee speed.
ID: 27771^6
Slows movement rate, causes damage over time and gives a chance for spells to be interupted.
ID: 27772^6
Instant Spell
ID: 27773^6
Instant Spell
ID: 27774^6
Lowers melee speed and causes damage over time.
ID: 27775^6
The Soke lightly strikes a target, breaking bones and shocking organs.
ID: 27776^6
The beetle's shell protects the monk from harm.
ID: 27777^6
The monk infuses his energy into his sash, giving it an edge of steel.
ID: 27778^6
The monk uses his sash to bind two targets together.
ID: 27779^6
Opens an arcane portal that teleports you to your Primary Anchor.
ID: 27780^6
Opens an arcane portal that teleports your target to their Primary Anchor.
ID: 27781^6
Opens an arcane portal that teleports your entire group to your Primary Anchor.
ID: 27782^6
Opens an arcane portal that teleports you to your Secondary Anchor.
ID: 27783^6
Opens an arcane portal that teleports your target to their Secondary Anchor.
ID: 27784^6
Opens an arcane portal that teleports your entire group to your Secondary Anchor.
ID: 27785^6
Unleash a vicious rabbit on your enemies. The rabbit will attack for a short time before returning to you.
ID: 27786^6
Throw a blinding firework on the ground, incapacitating enemies near the impact point for a short time.
ID: 27787^6
Scribe a healing rune in the air. The rune will heal nearby adventurers for a short time before fading.
ID: 27789^6
Place your Solusek Ro doll on the ground.
ID: 27790^6
Summons a very fast venomous raptor mount.
ID: 27791^6
Summons a fast firescale wrulon mount.
ID: 27792^6
Summons a very fast armored snow puma mount. Additionally offers a mount blessing which increases your fire resistance by 30, maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 120.
ID: 27793^6
Summons a very fast sessiloid mount. Additionally offers a mount blessing which increases your cold resistance by 30, maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 120.
ID: 27794^6
Summons a fast mini dirigible mount.
ID: 27795^6
Summons a very fast mini dirigible mount. Additionally offers a mount blessing which increases your maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 120.
ID: 27797^6
Draws you toward the Husk of Starvation.
ID: 27798^6
Increases dodge rate.
ID: 27800^6
Provides a hardened defense of magma.
ID: 27803^6
You are drawn in by the Breath of Ryken.
ID: 27805^6
You are dying of a thousand tiny cuts.
ID: 27809^6
Absorbs almost all damage.
ID: 27810^6
Interrogator Galectes holds you hostage.
ID: 27811^6
You are bleeding out from your severed artery.
ID: 27815^6
You are doused repeatedly with falling flames.
ID: 27817^6
Increases ability to dodge and riposte.
ID: 27820^6
You flee the fight in fear.
ID: 27825^6
Entangled in icy webs, your ability to move and cast spells is lessened.
ID: 27827^6
Your limbs freeze, reducing your attack power.
ID: 27828^6
Your mind is still, preventing you from casting spells.
ID: 27831^6
Deals damage and knocks back targets.
ID: 27832^6
Shields you in protective magical armor.
ID: 27833^6
Deals high damage to a single target.
ID: 27834^6
Knocks back targets and deals damage.
ID: 27835^6
Deals damage in an area and knocks back targets.
ID: 27836^6
Deals area damage and knocks back targets.
ID: 27837^6
Deals fire damage and knocks back targets.
ID: 27838^6
Deals damage and silences target.
ID: 27839^6
Damages and stuns a target with pincers.
ID: 27840^6
Absorbs damage with pincer guard.
ID: 27841^6
Enchanted water slows down target.
ID: 27842^6
Creates a shield of water.
ID: 27843^6
Pulls the target close and prevents movement.
ID: 27844^6
Stuns and damages target over time..
ID: 27845^6
Damages victim over time and prevents movement.
ID: 27846^6
Lowers strength, dexterity, agility, stamina, and attack speed.
ID: 27847^6
Tactical planning increases armor class, power, accuracy, dodge, and speed.
ID: 27848^6
Protective spell that regenerates health and adds armor class.
ID: 27849^6
Damages health, mana, and endurance.
ID: 27850^6
You find it impossible to escape the trial.
ID: 27851^6
You find it impossible to escape the trial.
ID: 27852^6
Summons a fast shadow wurm mount.
ID: 27853^6
Summons a very fast shadow wurm mount. Additionally offers a mount blessing which increases your maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 100.
ID: 27854^6
Summons a treant familiar.
ID: 27855^6
Summons a pair of enchanted maracas.
ID: 27856^6
Playfully squirt water on your target.
ID: 27857^6
Your mouth is on fire!
ID: 27858^6
Your mouth is freezing!
ID: 27859^6
Summons a Fae Spirit companion.
ID: 27860^6
A highpowered air cannon.
ID: 27861^6
High powered explosives, right in the palm of your hand.
ID: 27862^6
Repairs broken barriers.
ID: 27864^6
Fires a powerful, long-range shot.
ID: 27866^6
Decreases your attack power.
ID: 27867^6
Reflects spells and absorbs incoming melee abilities and spell damage.
ID: 27870^6
Affects movement speed, attack speed, and mana.
ID: 27874^6
Cools Forge steel.
ID: 27875^6
Damages you every tick.
ID: 27876^6
Swing your scythe to harvest grain.
ID: 27879^6
Marks your body with ice.
ID: 27882^6
Slows and roots targets.
ID: 27883^6
Damage over time.
ID: 27884^6
Restores health.
ID: 27885^6
Increases attack speed and attack power.
ID: 27886^6
Drowns target, deals damage.
ID: 27887^6
Deals damage.
ID: 27888^6
Causes fear.
ID: 27889^6
Deals health damage.
ID: 27890^6
Increases dodge, accuracy, attack, speed, and armor class.
ID: 27891^6
Deals damage.
ID: 27892^6
Increases armor and resists.
ID: 27893^6
Deals health and endurance damage.
ID: 27894^6
Deals health damage.
ID: 27895^6
A complex procedure to test the life of a target.
ID: 27896^6
Allows you to take the form of your target.
ID: 27897^6
Reveals information about your target.
ID: 27899^6
Instant Duration
ID: 27900^6
Instant Duration
ID: 27901^6
Instant Duration
ID: 27902^6
Instant Duration
ID: 27903^6
Causes fear.
ID: 27904^6
Instant Duration
ID: 27905^6
Instant Duration
ID: 27906^6
Instant Duration
ID: 27907^6
Slows walking speed and causes damage.
ID: 27908^6
Increases maximum HP, damage, riposte, and attack speed for 30 secs.
ID: 27909^6
Area of effect damage and uses spell interrupt to interrupt any spells being cast.
ID: 27910^6
Maximum hitpoints are reduced by 50 percent for a short period of time.
ID: 27911^6
Instant damage, endurance damage over time.
ID: 27912^6
Instant Duration
ID: 27913^6
Damage over time.
ID: 27914^6
Causes silence and amnesia.
ID: 27915^6
Area-Not-Group damage.
ID: 27916^6
Area of effect root that snares for 10 secs.
ID: 27917^6
Single Target. Will spread to additional targets within 125 range.
ID: 27918^6
Instant Duration
ID: 27919^6
Instant Duration
ID: 27920^6
Instant Duration
ID: 27921^6
Damage and slows target.
ID: 27922^6
Instant Duration
ID: 27923^6
Stoneskin, Doom Rune Effect.
ID: 27925^6
You are drawn in toward the whirlpool while your melee speed and movement rate are slowed.
ID: 27927^6
You are drawn toward the caster of this spell.
ID: 27929^6
Your movement rate is reduced.
ID: 27932^6
Fires a high-powered bolt.
ID: 27935^6
Causes your blood to flow.
ID: 27938^6
Smothers you in siege flames.
ID: 27939^6
Decimates your enemies.
ID: 27941^6
Blindness
ID: 27949^6
Shark King boosts allies.
ID: 27950^6
Deals damage.
ID: 27951^6
Stops and slows a target.
ID: 27952^6
Increases ally legendary sea creature power.
ID: 27953^6
Increases ally legendary sea creature power.
ID: 27954^6
Increases ally legendary sea creature power.
ID: 27955^6
Improved Oseka's defense spell.
ID: 27956^6
Heals all who serve Oseka with sacrifical life force.
ID: 27959^6
You are drawn in by the steel on your body.
ID: 27961^6
You are pulled toward destruction.
ID: 27979^6
Your mind and body are still.
ID: 27986^6
Provides the warrior with hate-generating spell procs when using their basic abilities.
ID: 27987^6
You appear to be missing an eye...
ID: 27988^6
You are unable to see.
ID: 27989^6
You are unable to move.
ID: 27990^6
You fall to the ground.
ID: 27991^6
Drains your target of life energy at the cost of your endurance.
ID: 27994^6
With this disguise you will blend in with the Freeport Militia.
ID: 27995^6
Changes the looks of your pet.
ID: 27996^6
Changes the user into a Bertoxxulous Plaguebringer and casts another spell that offers some mana regeneration and a disease damage shield.
ID: 27998^6
Grants the wearer an increase to their mana regeneration and a #2 to @2 disease damage shield, depending on the caster's level.
ID: 28000^6
Quickens the rate at which you regain endurance, but only if your reserves are lower than #3 percent of your maximum.
ID: 28001^6
Quickens the rate at which you regain endurance, but only if your reserves are lower than #3 percent of your maximum.
ID: 28002^6
Quickens the rate at which you regain endurance, but only if your reserves are lower than #3 percent of your maximum.
ID: 28003^6
Sacrifices endurance to receive a sixth wind, allowing you an increased endurance regeneration of #1 every six seconds for %z.
ID: 28004^6
Sacrifices endurance to receive a sixth wind, allowing you an increased endurance regeneration of #1 every six seconds for %z.
ID: 28005^6
Sacrifices endurance to receive a sixth wind, allowing you an increased endurance regeneration of #1 every six seconds for %z.
ID: 28006^6
Allows you to heal yourself for up to @1 or #1 percent of your life, whichever is lower. This can only occur when you are at peace.
ID: 28007^6
Allows you to heal yourself for up to @1 or #1 percent of your life, whichever is lower. This can only occur when you are at peace.
ID: 28008^6
Allows you to heal yourself for up to @1 or #1 percent of your life, whichever is lower. This can only occur when you are at peace.
ID: 28009^6
Your weapon becomes an extension of your body, greatly increasing the rate at which its combat effects will be triggered.
ID: 28010^6
Your weapon becomes an extension of your body, greatly increasing the rate at which its combat effects will be triggered.
ID: 28011^6
Your weapon becomes an extension of your body, greatly increasing the rate at which its combat effects will be triggered.
ID: 28015^6
Mystical symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 28016^6
Mystical symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 28017^6
Mystical symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 28018^6
Absorbs #6 incoming melee damage.
ID: 28019^6
Absorbs #6 incoming melee damage.
ID: 28020^6
Absorbs #6 incoming melee damage.
ID: 28021^6
Incites intense hatred in your target by roaring like a grendlaen.
ID: 28022^6
Incites intense hatred in your target by roaring like a grendlaen.
ID: 28023^6
Incites intense hatred in your target by roaring like a grendlaen.
ID: 28024^6
Gains your target's undivided attention for 18 seconds. During this period you will have increased armor class and generate more hatred, and your allies will generate less hatred than normal.
ID: 28025^6
Gains your target's undivided attention for 18 seconds. During this period you will have increased armor class and generate more hatred, and your allies will generate less hatred than normal.
ID: 28026^6
Gains your target's undivided attention for 18 seconds. During this period you will have increased armor class and generate more hatred, and your allies will generate less hatred than normal.
ID: 28027^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their hatred during this period.
ID: 28028^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their hatred during this period.
ID: 28029^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their hatred during this period.
ID: 28030^6
Increases your armor class and causes your actions to generate #6 percent more hatred.
ID: 28031^6
Increases your armor class and causes your actions to generate #6 percent more hatred.
ID: 28032^6
Increases your armor class and causes your actions to generate #6 percent more hatred.
ID: 28033^6
A mighty roar will lower the accuracy of up to three nearby enemies and increase their hatred of you.
ID: 28034^6
A mighty roar will lower the accuracy of up to three nearby enemies and increase their hatred of you.
ID: 28035^6
A mighty roar will lower the accuracy of up to three nearby enemies and increase their hatred of you.
ID: 28036^6
Strikes your opponent with a skillful blow, doing heavy damage. Your target must be below 20 percent health for this opening to occur.
ID: 28037^6
Strikes your opponent with a skillful blow, doing heavy damage. Your target must be below 20 percent health for this opening to occur.
ID: 28038^6
Strikes your opponent with a skillful blow, doing heavy damage. Your target must be below 20 percent health for this opening to occur.
ID: 28039^6
Executes a cyclonic blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 28040^6
Executes a cyclonic blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 28041^6
Executes a cyclonic blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 28042^6
When active, this ability will cause your taunts to deal damage and garner even more hatred.
ID: 28043^6
When active, this ability will cause your taunts to deal damage and garner even more hatred.
ID: 28044^6
When active, this ability will cause your taunts to deal damage and garner even more hatred.
ID: 28045^6
When active, this ability will cause your taunts to deal damage and garner even more hatred.
ID: 28046^6
When active, this ability will cause your taunts to deal damage and garner even more hatred.
ID: 28047^6
When active, this ability will cause your taunts to deal damage and garner even more hatred.
ID: 28048^6
Damages your target for up to @1 hit points. This ability generates additional hatred.
ID: 28049^6
Damages your target for up to @1 hit points. This ability generates additional hatred.
ID: 28050^6
Damages your target for up to @1 hit points. This ability generates additional hatred.
ID: 28051^6
An area-effect ability which improves the armor class of nearby allies.
ID: 28052^6
An area-effect ability which improves the armor class of nearby allies.
ID: 28053^6
An area-effect ability which improves the armor class of nearby allies.
ID: 28054^6
Improves your armor class.
ID: 28055^6
Improves your armor class.
ID: 28056^6
Improves your armor class.
ID: 28057^6
Executes a crushing blow to an opponent, reducing their melee damage by #1 percent for their next 5 attacks.
ID: 28058^6
Executes a crushing blow to an opponent, reducing their melee damage by #1 percent for their next 5 attacks.
ID: 28059^6
Executes a crushing blow to an opponent, reducing their melee damage by #1 percent for their next 5 attacks.
ID: 28060^6
You incite scorn in your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 28061^6
You incite scorn in your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 28062^6
You incite scorn in your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 28063^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 28064^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 28065^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 28066^6
A defensive skill ability which increases the warrior's armor class for %z.
ID: 28067^6
A defensive skill ability which increases the warrior's armor class for %z.
ID: 28068^6
A defensive skill ability which increases the warrior's armor class for %z.
ID: 28069^6
Increases your maximum hit points by #12 for up to %z.
ID: 28070^6
Increases your maximum hit points by #12 for up to %z.
ID: 28071^6
Increases your maximum hit points by #12 for up to %z.
ID: 28081^6
Strikes undead creatures for @1 damage, and has a chance to lower their resistances or inflict massive destruction.
ID: 28082^6
Strikes undead creatures for @1 damage, and has a chance to lower their resistances or inflict massive destruction.
ID: 28083^6
Strikes undead creatures for @1 damage, and has a chance to lower their resistances or inflict massive destruction.
ID: 28084^6
Inflicts massive destruction on an undead target.
ID: 28085^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 28086^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 28087^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 28088^6
Cleanses the body of your target, curing severe diseases, poisons, curses, and corruption.
ID: 28089^6
Cleanses the body of your target, curing severe diseases, poisons, curses, and corruption.
ID: 28090^6
Cleanses the body of your target, curing severe diseases, poisons, curses, and corruption.
ID: 28091^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies. This spell will do additional damage to undead or summoned creatures.
ID: 28092^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies. This spell will do additional damage to undead or summoned creatures.
ID: 28093^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies. This spell will do additional damage to undead or summoned creatures.
ID: 28094^6
Shocks your enemy, briefly stunning them, causing between #2 and @2 damage, and healing their target. This spell works on creatures up to level @1.
ID: 28095^6
Shocks your enemy, briefly stunning them, causing between #2 and @2 damage, and healing their target. This spell works on creatures up to level @1.
ID: 28096^6
Shocks your enemy, briefly stunning them, causing between #2 and @2 damage, and healing their target. This spell works on creatures up to level @1.
ID: 28097^6
Heals your target's target for up to @1 hit points.
ID: 28098^6
Heals your target's target for up to @1 hit points.
ID: 28099^6
Heals your target's target for up to @1 hit points.
ID: 28100^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 28101^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 28102^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 28103^6
Bestows your target with a blessing of assurance, allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 28104^6
Bestows your target with a blessing of assurance, allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 28105^6
Bestows your target with a blessing of assurance, allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 28106^6
Has a #1 percent bonus to cause your enemy to forget their hatred for all creatures. This effect works on creatures up to level @1.
ID: 28107^6
Has a #1 percent bonus to cause your enemy to forget their hatred for all creatures. This effect works on creatures up to level @1.
ID: 28108^6
Has a #1 percent bonus to cause your enemy to forget their hatred for all creatures. This effect works on creatures up to level @1.
ID: 28109^6
Mends severe wounds, healing between #1 and @1 hit points. Will heal targets below 20 percent health for an additional @2 hit points.
ID: 28110^6
Mends severe wounds, healing between #1 and @1 hit points. Will heal targets below 20 percent health for an additional @2 hit points.
ID: 28111^6
Mends severe wounds, healing between #1 and @1 hit points. Will heal targets below 20 percent health for an additional @2 hit points.
ID: 28112^6
Infuses your weapons with healing power.
ID: 28113^6
Infuses your weapons with healing power.
ID: 28114^6
Infuses your weapons with healing power.
ID: 28115^6
Heals your target's target for up to @1 hit points.
ID: 28116^6
Heals your target's target for up to @1 hit points.
ID: 28117^6
Heals your target's target for up to @1 hit points.
ID: 28118^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 28119^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 28120^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 28121^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 28122^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 28123^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 28124^6
Covers your target in a zealous ward, increasing their armor class for %z.
ID: 28125^6
Covers your target in a zealous ward, increasing their armor class for %z.
ID: 28126^6
Covers your target in a zealous ward, increasing their armor class for %z.
ID: 28127^6
By taking a vow of veneration, you sacrifice your healing efficacy for %z for the chance to do increased damage via veneration melee strikes. Each veneration strike invigorates you, replenishing your health.
ID: 28128^6
By taking a vow of veneration, you sacrifice your healing efficacy for %z for the chance to do increased damage via veneration melee strikes. Each veneration strike invigorates you, replenishing your health.
ID: 28129^6
By taking a vow of veneration, you sacrifice your healing efficacy for %z for the chance to do increased damage via veneration melee strikes. Each veneration strike invigorates you, replenishing your health.
ID: 28130^6
Instant Duration.
ID: 28131^6
Instant Duration.
ID: 28132^6
Instant Duration.
ID: 28133^6
Heals you for #1 hit points every six seconds.
ID: 28134^6
Heals you for #1 hit points every six seconds.
ID: 28135^6
Heals you for #1 hit points every six seconds.
ID: 28136^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z.
ID: 28137^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 28138^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 28139^6
Bestows your group with a blessing of assurance, allowing them to cast spells faster for %z. This blessing affects spells up to level #2.
ID: 28140^6
Bestows your group with a blessing of assurance, allowing them to cast spells faster for %z. This blessing affects spells up to level #2.
ID: 28141^6
Bestows your group with a blessing of assurance, allowing them to cast spells faster for %z. This blessing affects spells up to level #2.
ID: 28142^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z, healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 28143^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z, healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 28144^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z, healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 28145^6
Bestows the favor of the gods upon your target, granting them a second chance at life should they fall in battle. Consumes a pair of emeralds when cast.
ID: 28146^6
Bestows the favor of the gods upon your target, granting them a second chance at life should they fall in battle. Consumes a pair of emeralds when cast.
ID: 28147^6
Bestows the favor of the gods upon your target, granting them a second chance at life should they fall in battle. Consumes a pair of emeralds when cast.
ID: 28148^6
Fills your target's body with zealous elixir, healing #1 hit points every six seconds for %z.
ID: 28149^6
Fills your target's body with zealous elixir, healing #1 hit points every six seconds for %z.
ID: 28150^6
Fills your target's body with zealous elixir, healing #1 hit points every six seconds for %z.
ID: 28151^6
Places the mark of Erion on your target, dealing #6 damage each time the target strikes another creature and healing #2 hit points for your allies each time they strike the target. This effect will break after the creature has damaged itself 5 times.
ID: 28152^6
Places the mark of Erion on your target, dealing #6 damage each time the target strikes another creature and healing #2 hit points for your allies each time they strike the target. This effect will break after the creature has damaged itself 5 times.
ID: 28153^6
Places the mark of Erion on your target, dealing #6 damage each time the target strikes another creature and healing #2 hit points for your allies each time they strike the target. This effect will break after the creature has damaged itself 5 times.
ID: 28154^6
Fills your target with credence, granting them increased hit points and armor class for %z.
ID: 28155^6
Fills your target with credence, granting them increased hit points and armor class for %z.
ID: 28156^6
Fills your target with credence, granting them increased hit points and armor class for %z.
ID: 28157^6
Calls upon the gods to rebuke your target, causing #1 damage. This spell will do additional damage to undead or summoned creatures.
ID: 28158^6
Calls upon the gods to rebuke your target, causing #1 damage. This spell will do additional damage to undead or summoned creatures.
ID: 28159^6
Calls upon the gods to rebuke your target, causing #1 damage. This spell will do additional damage to undead or summoned creatures.
ID: 28160^6
Mends critical wounds, healing between #2 and @2 hit points. This spell can only be cast on a target that is below 45 percent health, and will only heal its full amount on a target below 35 percent health.
ID: 28161^6
Mends critical wounds, healing between #2 and @2 hit points. This spell can only be cast on a target that is below 45 percent health, and will only heal its full amount on a target below 35 percent health.
ID: 28162^6
Mends critical wounds, healing between #2 and @2 hit points. This spell can only be cast on a target that is below 45 percent health, and will only heal its full amount on a target below 35 percent health.
ID: 28163^6
Places the Ward of Recrimination around your body. This ward will periodically strike out at any creature that attacks you. The ward will fade after 120 strikes.
ID: 28164^6
Places the Ward of Recrimination around your body. This ward will periodically strike out at any creature that attacks you. The ward will fade after 120 strikes.
ID: 28165^6
Places the Ward of Recrimination around your body. This ward will periodically strike out at any creature that attacks you. The ward will fade after 120 strikes.
ID: 28166^6
Instant Duration.
ID: 28167^6
Instant Duration.
ID: 28168^6
Instant Duration.
ID: 28169^6
Bathes your target in sacred light, healing up to @1 hit points. The light will heal targets below 20 percent health for an additional @2 hit points.
ID: 28170^6
Bathes your target in sacred light, healing up to @1 hit points. The light will heal targets below 20 percent health for an additional @2 hit points.
ID: 28171^6
Bathes your target in sacred light, healing up to @1 hit points. The light will heal targets below 20 percent health for an additional @2 hit points.
ID: 28172^6
Blesses the land beneath your feet. The sanctified ground will harm any undead that attempt to traverse that area, and the blessing also has a chance to stun them. The damage from sanctified ground will not break mesmerization effects.
ID: 28173^6
Blesses the land beneath your feet. The sanctified ground will harm any undead that attempt to traverse that area, and the blessing also has a chance to stun them. The damage from sanctified ground will not break mesmerization effects.
ID: 28174^6
Blesses the land beneath your feet. The sanctified ground will harm any undead that attempt to traverse that area, and the blessing also has a chance to stun them. The damage from sanctified ground will not break mesmerization effects.
ID: 28175^6
Instant Duration.
ID: 28176^6
Instant Duration.
ID: 28177^6
Instant Duration.
ID: 28178^6
Immobilization.
ID: 28179^6
A spell which heals the target, smites the target's target, and does extra damage if the target's target is also vampiric, undead, or summoned.
ID: 28180^6
A spell which heals the target, smites the target's target, and does extra damage if the target's target is also vampiric, undead, or summoned.
ID: 28181^6
A spell which heals the target, smites the target's target, and does extra damage if the target's target is also vampiric, undead, or summoned.
ID: 28182^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 28183^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 28184^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 28185^6
Places a healing ward at the location you choose, which will heal all allies nearby for up to @1 seconds. You must have an enemy targeted to use this ability.
ID: 28186^6
Places a healing ward at the location you choose, which will heal all allies nearby for up to @1 seconds. You must have an enemy targeted to use this ability.
ID: 28187^6
Places a healing ward at the location you choose, which will heal all allies nearby for up to @1 seconds. You must have an enemy targeted to use this ability.
ID: 28188^6
Heals you for up to @1 hit points.
ID: 28189^6
Heals you for up to @1 hit points.
ID: 28190^6
Heals you for up to @1 hit points.
ID: 28191^6
Places the armor of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs @1 points of damage before dissipating, healing its bearer when it breaks.
ID: 28192^6
Places the armor of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs @1 points of damage before dissipating, healing its bearer when it breaks.
ID: 28193^6
Places the armor of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs @1 points of damage before dissipating, healing its bearer when it breaks.
ID: 28194^6
The light of vie heals you for up to @1 points of damage.
ID: 28195^6
The light of vie heals you for up to @1 points of damage.
ID: 28196^6
The light of vie heals you for up to @1 points of damage.
ID: 28197^6
Imbues your target with the promise of a great heal in %z.
ID: 28198^6
Imbues your target with the promise of a great heal in %z.
ID: 28199^6
Imbues your target with the promise of a great heal in %z.
ID: 28200^6
Instant Duration.
ID: 28201^6
Instant Duration.
ID: 28202^6
Instant Duration.
ID: 28203^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z. This spell has a chance to slow undead creatures.
ID: 28204^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z. This spell has a chance to slow undead creatures.
ID: 28205^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z. This spell has a chance to slow undead creatures.
ID: 28206^6
Strikes an enemy with holy might, briefly stunning them and healing their target. This spell works on creatures up to level @1.
ID: 28207^6
Strikes an enemy with holy might, briefly stunning them and healing their target. This spell works on creatures up to level @1.
ID: 28208^6
Strikes an enemy with holy might, briefly stunning them and healing their target. This spell works on creatures up to level @1.
ID: 28209^6
By taking a Vow of Vitriol, you sacrifice your healing efficacy for %z for the chance to do increased melee damage via vitriolic strikes. These strikes will engender extra hatred in your foes while healing you.
ID: 28210^6
By taking a Vow of Vitriol, you sacrifice your healing efficacy for %z for the chance to do increased melee damage via vitriolic strikes. These strikes will engender extra hatred in your foes while healing you.
ID: 28211^6
By taking a Vow of Vitriol, you sacrifice your healing efficacy for %z for the chance to do increased melee damage via vitriolic strikes. These strikes will engender extra hatred in your foes while healing you.
ID: 28212^6
Deals @1 damage to your enemies and increases their hatred of you.
ID: 28213^6
Deals @1 damage to your enemies and increases their hatred of you.
ID: 28214^6
Deals @1 damage to your enemies and increases their hatred of you.
ID: 28215^6
Heals you for #1 hit points every six seconds. Causes increased hatred in your enemies when cast.
ID: 28216^6
Heals you for #1 hit points every six seconds. Causes increased hatred in your enemies when cast.
ID: 28217^6
Heals you for #1 hit points every six seconds. Causes increased hatred in your enemies when cast.
ID: 28218^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The power attacks the weakest of your target's magical defenses, and is therefore harder to resist. This spell will deal additional damage to undead or summoned creatures.
ID: 28219^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The power attacks the weakest of your target's magical defenses, and is therefore harder to resist. This spell will deal additional damage to undead or summoned creatures.
ID: 28220^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The power attacks the weakest of your target's magical defenses, and is therefore harder to resist. This spell will deal additional damage to undead or summoned creatures.
ID: 28221^6
Infuses your group's weapons with healing power.
ID: 28222^6
Infuses your group's weapons with healing power.
ID: 28223^6
Infuses your group's weapons with healing power.
ID: 28227^6
Places the mark of the adherent on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 28228^6
Places the mark of the adherent on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 28229^6
Places the mark of the adherent on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 28230^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 28231^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 28232^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 28233^6
Expunges your group's immune system, curing some corruption.
ID: 28234^6
Expunges your group's immune system, curing some corruption.
ID: 28235^6
Expunges your group's immune system, curing some corruption.
ID: 28236^6
This spell gives a chance to twincast a heal while doing direct damage to the target. This spell will deal additional damage to undead or summoned creatures.
ID: 28237^6
This spell gives a chance to twincast a heal while doing direct damage to the target. This spell will deal additional damage to undead or summoned creatures.
ID: 28238^6
This spell gives a chance to twincast a heal while doing direct damage to the target. This spell will deal additional damage to undead or summoned creatures.
ID: 28239^6
Strikes nearby creatures with a silent mandate, inflicting @3 damage and stunning them. This spell will deal additional damage to undead or summoned creatures.
ID: 28240^6
Strikes nearby creatures with a silent mandate, inflicting @3 damage and stunning them. This spell will deal additional damage to undead or summoned creatures.
ID: 28241^6
Strikes nearby creatures with a silent mandate, inflicting @3 damage and stunning them. This spell will deal additional damage to undead or summoned creatures.
ID: 28242^6
Surrounds your target with shining defenses, absorbing 10 percent of incoming melee damage for up to %z, and shining armor which will periodically lash out at your target's attackers, stunning them and healing your target. The armor will fade after 72 strikes.
ID: 28243^6
Surrounds your target with shining defenses, absorbing 10 percent of incoming melee damage for up to %z, and shining armor which will periodically lash out at your target's attackers, stunning them and healing your target. The armor will fade after 72 strikes.
ID: 28244^6
Surrounds your target with shining defenses, absorbing 10 percent of incoming melee damage for up to %z, and shining armor which will periodically lash out at your target's attackers, stunning them and healing your target. The armor will fade after 72 strikes.
ID: 28245^6
Stuns creatures up to level @1.
ID: 28246^6
Stuns creatures up to level @1.
ID: 28247^6
Stuns creatures up to level @1.
ID: 28248^6
Heals you for #1 hit points.
ID: 28249^6
Heals you for #1 hit points.
ID: 28250^6
Heals you for #1 hit points.
ID: 28251^6
Places zealous armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 28252^6
Places zealous armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 28253^6
Places zealous armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 28254^6
Places the blood of the adherent on your target, dealing #2 damage each time the target strikes another creature and healing anyone that strikes your target for #1 hit points. The blood of the adherent can spread to other nearby entities.
ID: 28255^6
Places the blood of the adherent on your target, dealing #2 damage each time the target strikes another creature and healing anyone that strikes your target for #1 hit points. The blood of the adherent can spread to other nearby entities.
ID: 28256^6
Places the blood of the adherent on your target, dealing #2 damage each time the target strikes another creature and healing anyone that strikes your target for #1 hit points. The blood of the adherent can spread to other nearby entities.
ID: 28257^6
Grants Blessing of Assurance, Symbol of the Triumvirate, and Ward of the Zealous to your group.
ID: 28258^6
Grants Blessing of Assurance, Symbol of the Triumvirate, and Ward of the Zealous to your group.
ID: 28259^6
Grants Blessing of Assurance, Symbol of the Triumvirate, and Ward of the Zealous to your group.
ID: 28260^6
Adds a chance for your target to heal himself when striking enemies, and places a mark on your target's target that will deal damage to it when it strikes another creature and healing your allies when they strike it.
ID: 28261^6
Adds a chance for your target to heal himself when striking enemies, and places a mark on your target's target that will deal damage to it when it strikes another creature and healing your allies when they strike it.
ID: 28262^6
Adds a chance for your target to heal himself when striking enemies, and places a mark on your target's target that will deal damage to it when it strikes another creature and healing your allies when they strike it.
ID: 28263^6
Places Galvos' Mark on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 28264^6
Places Galvos' Mark on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 28265^6
Places Galvos' Mark on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 28266^6
Heals yourself of minor wounds.
ID: 28267^6
Heals yourself of minor wounds.
ID: 28268^6
Heals yourself of minor wounds.
ID: 28269^6
Heals all allies surrounding a point you select for up to @1 hit points.
ID: 28270^6
Heals all allies surrounding a point you select for up to @1 hit points.
ID: 28271^6
Heals all allies surrounding a point you select for up to @1 hit points.
ID: 28272^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 28273^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 28274^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 28275^6
Grants Blessing of Assurance and Credence to your group.
ID: 28276^6
Grants Blessing of Assurance and Credence to your group.
ID: 28277^6
Grants Blessing of Assurance and Credence to your group.
ID: 28278^6
Smites your target, heals your target's target, and does extra damage if the target is also vampiric, undead, or elemental.
ID: 28279^6
Smites your target, heals your target's target, and does extra damage if the target is also vampiric, undead, or elemental.
ID: 28280^6
Smites your target, heals your target's target, and does extra damage if the target is also vampiric, undead, or elemental.
ID: 28281^6
Heals your target's target for up to @1 hit points.
ID: 28282^6
Heals your target's target for up to @1 hit points.
ID: 28283^6
Heals your target's target for up to @1 hit points.
ID: 28284^6
Damages your target for up to @1 hit points. This spell will deal additional damage to undead or summoned creatures.
ID: 28285^6
Damages your target for up to @1 hit points. This spell will deal additional damage to undead or summoned creatures.
ID: 28286^6
Damages your target for up to @1 hit points. This spell will deal additional damage to undead or summoned creatures.
ID: 28287^6
Fills your group with the elixir of the beneficent, continually healing their wounds for up to %z.
ID: 28288^6
Fills your group with the elixir of the beneficent, continually healing their wounds for up to %z.
ID: 28289^6
Fills your group with the elixir of the beneficent, continually healing their wounds for up to %z.
ID: 28290^6
Fills your group with credence, granting them increased hit points and armor class for %z.
ID: 28291^6
Fills your group with credence, granting them increased hit points and armor class for %z.
ID: 28292^6
Fills your group with credence, granting them increased hit points and armor class for %z.
ID: 28293^6
Places the rallied armor of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs @1 damage before dissipating, and will heal its bearer when it fades.
ID: 28294^6
Places the rallied armor of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs @1 damage before dissipating, and will heal its bearer when it fades.
ID: 28295^6
Places the rallied armor of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs @1 damage before dissipating, and will heal its bearer when it fades.
ID: 28296^6
Mends the severe wounds of everyone in your group, healing up to @1 hit points as well as curing moderate diseases, poisons, and curses.
ID: 28297^6
Mends the severe wounds of everyone in your group, healing up to @1 hit points as well as curing moderate diseases, poisons, and curses.
ID: 28298^6
Mends the severe wounds of everyone in your group, healing up to @1 hit points as well as curing moderate diseases, poisons, and curses.
ID: 28299^6
Grants Blessing of Assurance, Symbol of the Triumvirate, and Ward of the Zealous to your target.
ID: 28300^6
Grants Blessing of Assurance, Symbol of the Triumvirate, and Ward of the Zealous to your target.
ID: 28301^6
Grants Blessing of Assurance, Symbol of the Triumvirate, and Ward of the Zealous to your target.
ID: 28302^6
Grants Blessing of Assurance and Credence to your target.
ID: 28303^6
Grants Blessing of Assurance and Credence to your target.
ID: 28304^6
Grants Blessing of Assurance and Credence to your target.
ID: 28308^6
Braces your body to withstand the next two incoming melee attacks, reducing damage done.
ID: 28309^6
Braces your body to withstand the next two incoming melee attacks, reducing damage done.
ID: 28310^6
Braces your body to withstand the next three incoming melee attacks, reducing damage done.
ID: 28311^6
Absorbs #9 percent of incoming melee damage up to a maximum of @9, or two attacks.
ID: 28312^6
Absorbs #9 percent of incoming melee damage up to a maximum of @9, or two attacks.
ID: 28313^6
Absorbs #9 percent of incoming melee damage up to a maximum of @9, or three attacks.
ID: 28314^6
Increases your maximum hit points by #8. This bonus will decay over time.
ID: 28315^6
Increases your maximum hit points by #8. This bonus will decay over time.
ID: 28316^6
Increases your maximum hit points by #8. This bonus will decay over time.
ID: 28317^6
A brief prayer that cleanses corruption from your group.
ID: 28318^6
A brief prayer that cleanses corruption from your group.
ID: 28319^6
A brief prayer that cleanses corruption from your group.
ID: 28320^6
Cleanses the body of your target, curing severe diseases, poisons, and curses.
ID: 28321^6
Cleanses the body of your target, curing severe diseases, poisons, and curses.
ID: 28322^6
Cleanses the body of your target, curing severe diseases, poisons, and curses.
ID: 28323^6
Channels a sacred power, healing your target for up to @1 hit points.
ID: 28324^6
Channels a sacred power, healing your target for up to @1 hit points.
ID: 28325^6
Channels a sacred power, healing your target for up to @1 hit points.
ID: 28326^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 28327^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 28328^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 28329^6
Inflicts up to @1 damage on an undead creature and has a chance to lower their armor class and make them more vulnerable to melee attacks. Other creatures will merely be damaged for up to @3.
ID: 28330^6
Inflicts up to @1 damage on an undead creature and has a chance to lower their armor class and make them more vulnerable to melee attacks. Other creatures will merely be damaged for up to @3.
ID: 28331^6
Inflicts up to @1 damage on an undead creature and has a chance to lower their armor class and make them more vulnerable to melee attacks. Other creatures will merely be damaged for up to @3.
ID: 28332^6
Increases melee damage taken by #5 percent. Decreases armor class by #11.
ID: 28333^6
Increases melee damage taken by #5 percent. Decreases armor class by #11.
ID: 28334^6
Increases melee damage taken by #5 percent. Decreases armor class by #11.
ID: 28335^6
Places the mark of Ragan on your target, dealing #1 damage each time the target strikes another creature. This effect will fade after twenty-four strikes.
ID: 28336^6
Places the mark of Ragan on your target, dealing #1 damage each time the target strikes another creature. This effect will fade after twenty-four strikes.
ID: 28337^6
Places the mark of Ragan on your target, dealing #1 damage each time the target strikes another creature. This effect will fade after twenty-four strikes.
ID: 28338^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 28339^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 28340^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 28341^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 28342^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 28343^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 28344^6
Heals your target's target for up to @1 hit points.
ID: 28345^6
Heals your target's target for up to @1 hit points.
ID: 28346^6
Heals your target's target for up to @1 hit points.
ID: 28347^6
Confronts your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 28348^6
Confronts your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 28349^6
Confronts your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 28350^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 28351^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 28352^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 28353^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 28354^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 28355^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 28356^6
Reprimands your target, dealing #1 damage and healing your target's target. This spell will deal additional damage to undead or summoned creatures. This spell will generate less hatred than normal spells.
ID: 28357^6
Reprimands your target, dealing #1 damage and healing your target's target. This spell will deal additional damage to undead or summoned creatures. This spell will generate less hatred than normal spells.
ID: 28358^6
Reprimands your target, dealing #1 damage and healing your target's target. This spell will deal additional damage to undead or summoned creatures. This spell will generate less hatred than normal spells.
ID: 28359^6
Heals your target's target for up to @1 hit points.
ID: 28360^6
Heals your target's target for up to @1 hit points.
ID: 28361^6
Heals your target's target for up to @1 hit points.
ID: 28362^6
Bathes your target in a brilliant light, healing #1 hit points.
ID: 28363^6
Bathes your target in a brilliant light, healing #1 hit points.
ID: 28364^6
Bathes your target in a brilliant light, healing #1 hit points.
ID: 28365^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1. This spell will deal additional damage to undead creatures.
ID: 28366^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1. This spell will deal additional damage to undead creatures.
ID: 28367^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1. This spell will deal additional damage to undead creatures.
ID: 28368^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 28369^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 28370^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 28371^6
Angers your target with righteous audacity, lowering their magical resistance by @7 and increasing their hatred for you for %z.
ID: 28372^6
Angers your target with righteous audacity, lowering their magical resistance by @7 and increasing their hatred for you for %z.
ID: 28373^6
Angers your target with righteous audacity, lowering their magical resistance by @7 and increasing their hatred for you for %z.
ID: 28374^6
Covers your body in armor, increasing your armor's strength, stunning and damaging your attackers, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 28375^6
Covers your body in armor, increasing your armor's strength, stunning and damaging your attackers, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 28376^6
Covers your body in armor, increasing your armor's strength, stunning and damaging your attackers, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 28377^6
Strikes your attackers for #1 damage and stuns them. This spell can stun creatures up to level @2.
ID: 28378^6
Strikes your attackers for #1 damage and stuns them. This spell can stun creatures up to level @2.
ID: 28379^6
Strikes your attackers for #1 damage and stuns them. This spell can stun creatures up to level @2.
ID: 28380^6
Heals yourself for up to @1 hit points.
ID: 28381^6
Heals yourself for up to @1 hit points.
ID: 28382^6
Heals yourself for up to @1 hit points.
ID: 28383^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 28384^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 28385^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 28386^6
Channels the power of splendor, healing your target for @1 hit points.
ID: 28387^6
Channels the power of splendor, healing your target for @1 hit points.
ID: 28388^6
Channels the power of splendor, healing your target for @1 hit points.
ID: 28389^6
Fills your target's body with cleansing light, healing #1 hit points every six seconds for %z.
ID: 28390^6
Fills your target's body with cleansing light, healing #1 hit points every six seconds for %z.
ID: 28391^6
Fills your target's body with cleansing light, healing #1 hit points every six seconds for %z.
ID: 28392^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage, healing you in the process.
ID: 28393^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage, healing you in the process.
ID: 28394^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage, healing you in the process.
ID: 28395^6
Heals you for up to @1 hit points.
ID: 28396^6
Heals you for up to @1 hit points.
ID: 28397^6
Heals you for up to @1 hit points.
ID: 28398^6
Uses your righteous anger to strike your foe with extra fury.
ID: 28399^6
Uses your righteous anger to strike your foe with extra fury.
ID: 28400^6
Uses your righteous anger to strike your foe with extra fury.
ID: 28401^6
Uses your righteous anger to strike your foe with extra fury.
ID: 28402^6
Uses your righteous anger to strike your foe with extra fury.
ID: 28403^6
Uses your righteous anger to strike your foe with extra fury.
ID: 28404^6
Strikes your foe with righteous anger.
ID: 28405^6
Strikes your foe with righteous anger.
ID: 28406^6
Strikes your foe with righteous anger.
ID: 28407^6
A free-target spell which can cure many detrimental effects and performs a light heal on targets within the area of effect.
ID: 28408^6
A free-target spell which can cure many detrimental effects and performs a light heal on targets within the area of effect.
ID: 28409^6
A free-target spell which can cure many detrimental effects and performs a light heal on targets within the area of effect.
ID: 28410^6
Surrounds your group with Brell's adamantine armor, increasing their hit points for %z.
ID: 28411^6
Surrounds your group with Brell's adamantine armor, increasing their hit points for %z.
ID: 28412^6
Surrounds your group with Brell's adamantine armor, increasing their hit points for %z.
ID: 28413^6
Places the mark of the reverent on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 28414^6
Places the mark of the reverent on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 28415^6
Places the mark of the reverent on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 28416^6
Infuses your weapons with healing power. This power will fade after it has been invoked six times or after %z.
ID: 28417^6
Infuses your weapons with healing power. This power will fade after it has been invoked six times or after %z.
ID: 28418^6
Infuses your weapons with healing power. This power will fade after it has been invoked six times or after %z.
ID: 28419^6
Heals yourself of severe wounds. This spell will provide more healing the lower your health is when cast.
ID: 28420^6
Heals yourself of severe wounds. This spell will provide more healing the lower your health is when cast.
ID: 28421^6
Heals yourself of severe wounds. This spell will provide more healing the lower your health is when cast.
ID: 28422^6
Gains your target's undivided attention for 18 seconds. During this period you will receive a heal and generate more hatred, and your allies will generate less hatred than normal.
ID: 28423^6
Gains your target's undivided attention for 18 seconds. During this period you will receive a heal and generate more hatred, and your allies will generate less hatred than normal.
ID: 28424^6
Gains your target's undivided attention for 18 seconds. During this period you will receive a heal and generate more hatred, and your allies will generate less hatred than normal.
ID: 28425^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their normal hatred during this period.
ID: 28426^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their normal hatred during this period.
ID: 28427^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their normal hatred during this period.
ID: 28428^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 28429^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 28430^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 28431^6
Emanates a wave of contrition from the caster, healing @1 hit points for everyone in your group.
ID: 28432^6
Emanates a wave of contrition from the caster, healing @1 hit points for everyone in your group.
ID: 28433^6
Emanates a wave of contrition from the caster, healing @1 hit points for everyone in your group.
ID: 28434^6
Channels the power of splendor, consuming up to #1 mana to heal your group. This spell requires you to be in a group to function properly.
ID: 28435^6
Channels the power of splendor, consuming up to #1 mana to heal your group. This spell requires you to be in a group to function properly.
ID: 28436^6
Channels the power of splendor, consuming up to #1 mana to heal your group. This spell requires you to be in a group to function properly.
ID: 28437^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. This spell will cause additional damage to undead or summoned creatures. Generates additional hate.
ID: 28438^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. This spell will cause additional damage to undead or summoned creatures. Generates additional hate.
ID: 28439^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. This spell will cause additional damage to undead or summoned creatures. Generates additional hate.
ID: 28440^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 28441^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 28442^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 28443^6
Strikes your target with fury. This spell will cause additional damage to undead creatures.
ID: 28444^6
Strikes your target with fury. This spell will cause additional damage to undead creatures.
ID: 28445^6
Strikes your target with fury. This spell will cause additional damage to undead creatures.
ID: 28446^6
Strikes your target with the force of Oseka, briefly stunning them. This effect works on creatures up to level @1.
ID: 28447^6
Strikes your target with the force of Oseka, briefly stunning them. This effect works on creatures up to level @1.
ID: 28448^6
Strikes your target with the force of Oseka, briefly stunning them. This effect works on creatures up to level @1.
ID: 28449^6
A direct damage spell which reflects a healing twincast upon the caster. This spell will cause additional damage to undead or summoned creatures.
ID: 28450^6
A direct damage spell which reflects a healing twincast upon the caster. This spell will cause additional damage to undead or summoned creatures.
ID: 28451^6
A direct damage spell which reflects a healing twincast upon the caster. This spell will cause additional damage to undead or summoned creatures.
ID: 28452^6
Cloaks your group in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 28453^6
Cloaks your group in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 28454^6
Cloaks your group in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 28455^6
Bathes you in a holy blessing, increasing your attack rating, strength, and armor class. When struck in melee there is a chance to receive a heal. This blessing will fade after you have been healed 32 times.
ID: 28456^6
Bathes you in a holy blessing, increasing your attack rating, strength, and armor class. When struck in melee there is a chance to receive a heal. This blessing will fade after you have been healed 32 times.
ID: 28457^6
Bathes you in a holy blessing, increasing your attack rating, strength, and armor class. When struck in melee there is a chance to receive a heal. This blessing will fade after you have been healed 32 times.
ID: 28458^6
Heals #1 hit points initially. Heals #8 hit points every six seconds.
ID: 28459^6
Heals #1 hit points initially. Heals #8 hit points every six seconds.
ID: 28460^6
Heals #1 hit points initially. Heals #8 hit points every six seconds.
ID: 28461^6
Gives the target's target a melee guard buff and a boon of healing.
ID: 28462^6
Gives the target's target a melee guard buff and a boon of healing.
ID: 28463^6
Gives the target's target a melee guard buff and a boon of healing.
ID: 28464^6
Places a protective ward on your target, absorbing #1 percent of incoming melee damage. This spell absorbs @1 points of damage before dissipating.
ID: 28465^6
Places a protective ward on your target, absorbing #1 percent of incoming melee damage. This spell absorbs @1 points of damage before dissipating.
ID: 28466^6
Places a protective ward on your target, absorbing #1 percent of incoming melee damage. This spell absorbs @1 points of damage before dissipating.
ID: 28476^6
Calls out a target, striking them with arrows and causing them to take more damage from archery attacks.
ID: 28477^6
Calls out a target, striking them with arrows and causing them to take more damage from archery attacks.
ID: 28478^6
Calls out a target, striking them with arrows and causing them to take more damage from archery attacks.
ID: 28479^6
Blankets your target in a drifting cloud, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 28480^6
Blankets your target in a drifting cloud, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 28481^6
Blankets your target in a drifting cloud, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 28482^6
Surrounds you with nettles for %z. These nettles will periodically strike at attacking creatures, ensnaring them.
ID: 28483^6
Surrounds you with nettles for %z. These nettles will periodically strike at attacking creatures, ensnaring them.
ID: 28484^6
Surrounds you with nettles for %z. These nettles will periodically strike at attacking creatures, ensnaring them.
ID: 28485^6
Slows your run speed for %z.
ID: 28486^6
Slows your run speed for %z.
ID: 28487^6
Slows your run speed for %z.
ID: 28488^6
Cloaks you in an Alaran veil, providing a chance for creatures attacking you to be less hateful towards you.
ID: 28489^6
Cloaks you in an Alaran veil, providing a chance for creatures attacking you to be less hateful towards you.
ID: 28490^6
Cloaks you in an Alaran veil, providing a chance for creatures attacking you to be less hateful towards you.
ID: 28491^6
Lowers hatred for your target.
ID: 28492^6
Lowers hatred for your target.
ID: 28493^6
Lowers hatred for your target.
ID: 28494^6
Mends severe wounds, healing up to @1 hit points.
ID: 28495^6
Mends severe wounds, healing up to @1 hit points.
ID: 28496^6
Mends severe wounds, healing up to @1 hit points.
ID: 28497^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 28498^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 28499^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 28500^6
Surrounds your target in a thorny shield that causes damage to anything that strikes them for %z.
ID: 28501^6
Surrounds your target in a thorny shield that causes damage to anything that strikes them for %z.
ID: 28502^6
Surrounds your target in a thorny shield that causes damage to anything that strikes them for %z.
ID: 28503^6
Cloaks your target in burrs, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 28504^6
Cloaks your target in burrs, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 28505^6
Cloaks your target in burrs, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 28506^6
Unleashes a pair of crescent kicks to your target's head, causing increased anger.
ID: 28507^6
Unleashes a pair of crescent kicks to your target's head, causing increased anger.
ID: 28508^6
Unleashes a pair of crescent kicks to your target's head, causing increased anger.
ID: 28509^6
Unleashes a pair of crescent kicks to your target's head, sometimes causing partial memory loss.
ID: 28510^6
Unleashes a pair of crescent kicks to your target's head, sometimes causing partial memory loss.
ID: 28511^6
Unleashes a pair of crescent kicks to your target's head, sometimes causing partial memory loss.
ID: 28512^6
Imbues your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 28513^6
Imbues your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 28514^6
Imbues your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 28515^6
Instant Duration.
ID: 28516^6
Instant Duration.
ID: 28517^6
Instant Duration.
ID: 28518^6
Blesses your target with the strength of the gladetender, increasing their hit points and attack rating for %z.
ID: 28519^6
Blesses your target with the strength of the gladetender, increasing their hit points and attack rating for %z.
ID: 28520^6
Blesses your target with the strength of the gladetender, increasing their hit points and attack rating for %z.
ID: 28521^6
Calls forth a biting wind to encase your target in ice, doing @1 damage.
ID: 28522^6
Calls forth a biting wind to encase your target in ice, doing @1 damage.
ID: 28523^6
Calls forth a biting wind to encase your target in ice, doing @1 damage.
ID: 28524^6
Summons a swarm of angry insects to attack the target and places a stinging shield on the target's target.
ID: 28525^6
Summons a swarm of angry insects to attack the target and places a stinging shield on the target's target.
ID: 28526^6
Summons a swarm of angry insects to attack the target and places a stinging shield on the target's target.
ID: 28527^6
A swarm of angry insects stings you, doing #1 damage every six seconds for %z.
ID: 28528^6
A swarm of angry insects stings you, doing #1 damage every six seconds for %z.
ID: 28529^6
A swarm of angry insects stings you, doing #1 damage every six seconds for %z.
ID: 28530^6
A swarm of angry insects deals #5 damage to your attacker each time you are struck in battle.
ID: 28531^6
A swarm of angry insects deals #5 damage to your attacker each time you are struck in battle.
ID: 28532^6
A swarm of angry insects deals #5 damage to your attacker each time you are struck in battle.
ID: 28533^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 28534^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 28535^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 28536^6
Ignites your target's skin, doing up to @1 damage.
ID: 28537^6
Ignites your target's skin, doing up to @1 damage.
ID: 28538^6
Ignites your target's skin, doing up to @1 damage.
ID: 28539^6
Looses a magical arrow against an unsuspecting target, inflicting #1 damage. Your target cannot be in combat. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 28540^6
Looses a magical arrow against an unsuspecting target, inflicting #1 damage. Your target cannot be in combat. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 28541^6
Looses a magical arrow against an unsuspecting target, inflicting #1 damage. Your target cannot be in combat. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 28542^6
Blankets your target in a lingering cloud, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1.
ID: 28543^6
Blankets your target in a lingering cloud, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1.
ID: 28544^6
Blankets your target in a lingering cloud, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1.
ID: 28545^6
The cry of the predator imparts your group with increased attack rating and double attack chance for up to %z.
ID: 28546^6
The cry of the predator imparts your group with increased attack rating and double attack chance for up to %z.
ID: 28547^6
The cry of the predator imparts your group with increased attack rating and double attack chance for up to %z.
ID: 28548^6
Surrounds you in a coat of burrs that increases your armor class and harms those that strike you for %z.
ID: 28549^6
Surrounds you in a coat of burrs that increases your armor class and harms those that strike you for %z.
ID: 28550^6
Surrounds you in a coat of burrs that increases your armor class and harms those that strike you for %z.
ID: 28551^6
Imbues your body with vigor, regenerating #1 hit points every six seconds for %z.
ID: 28552^6
Imbues your body with vigor, regenerating #1 hit points every six seconds for %z.
ID: 28553^6
Imbues your body with vigor, regenerating #1 hit points every six seconds for %z.
ID: 28554^6
Splashes your target in a deluge of healing waters, healing up to @1 points of damage.
ID: 28555^6
Splashes your target in a deluge of healing waters, healing up to @1 points of damage.
ID: 28556^6
Splashes your target in a deluge of healing waters, healing up to @1 points of damage.
ID: 28557^6
Imbues your weapons with devastating power, allowing them a chance to strike with the fury of a feral beast.
ID: 28558^6
Imbues your weapons with devastating power, allowing them a chance to strike with the fury of a feral beast.
ID: 28559^6
Imbues your weapons with devastating power, allowing them a chance to strike with the fury of a feral beast.
ID: 28560^6
Instant Duration.
ID: 28561^6
Instant Duration.
ID: 28562^6
Instant Duration.
ID: 28563^6
Makes your eyes like those of the raptor for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 28564^6
Makes your eyes like those of the raptor for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 28565^6
Makes your eyes like those of the raptor for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 28566^6
Conjures a swarm of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 28567^6
Conjures a swarm of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 28568^6
Conjures a swarm of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 28569^6
Cloaks your group in burrs, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 28570^6
Cloaks your group in burrs, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 28571^6
Cloaks your group in burrs, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 28572^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 28573^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 28574^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 28575^6
Inflicts your target with a summer squall, inflicting damage separately from searing heat and a chilling rain. Enemies find this spell particularly infuriating.
ID: 28576^6
Inflicts your target with a summer squall, inflicting damage separately from searing heat and a chilling rain. Enemies find this spell particularly infuriating.
ID: 28577^6
Inflicts your target with a summer squall, inflicting damage separately from searing heat and a chilling rain. Enemies find this spell particularly infuriating.
ID: 28578^6
Instant Duration.
ID: 28579^6
Instant Duration.
ID: 28580^6
Instant Duration.
ID: 28581^6
Instant Duration.
ID: 28582^6
Instant Duration.
ID: 28583^6
Instant Duration.
ID: 28584^6
Inflicts a brutal blow to the head causing your enemy to fly backwards, root their feet to the ground, and forget their attacker.
ID: 28585^6
Inflicts a brutal blow to the head causing your enemy to fly backwards, root their feet to the ground, and forget their attacker.
ID: 28586^6
Inflicts a brutal blow to the head causing your enemy to fly backwards, root their feet to the ground, and forget their attacker.
ID: 28587^6
Roots your feet to the ground for %z.
ID: 28588^6
Roots your feet to the ground for %z.
ID: 28589^6
Roots your feet to the ground for %z.
ID: 28590^6
Causes you to forget your hatred for your enemies.
ID: 28591^6
Causes you to forget your hatred for your enemies.
ID: 28592^6
Causes you to forget your hatred for your enemies.
ID: 28593^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 28594^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 28595^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 28596^6
Instant Duration.
ID: 28597^6
Instant Duration.
ID: 28598^6
Instant Duration.
ID: 28599^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 28600^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 28601^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 28602^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 28603^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 28604^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 28605^6
Looses a barbed arrow that rends the flesh of an animal or humanoid target, dealing #1 damage. Generates additional hate. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 28606^6
Looses a barbed arrow that rends the flesh of an animal or humanoid target, dealing #1 damage. Generates additional hate. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 28607^6
Looses a barbed arrow that rends the flesh of an animal or humanoid target, dealing #1 damage. Generates additional hate. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 28608^6
Consumes you with the thrill of the hunt, which grants an increase to your offensive capabilities for a short while if you are the one responsible for the death of a challenging foe.
ID: 28609^6
Consumes you with the thrill of the hunt, which grants an increase to your offensive capabilities for a short while if you are the one responsible for the death of a challenging foe.
ID: 28610^6
Consumes you with the thrill of the hunt, which grants an increase to your offensive capabilities for a short while if you are the one responsible for the death of a challenging foe.
ID: 28611^6
Increases critical strike chance and accuracy.
ID: 28612^6
Increases critical strike chance and accuracy.
ID: 28613^6
Increases critical strike chance and accuracy.
ID: 28614^6
Launches a flight of arrows at the target.
ID: 28615^6
Launches a flight of arrows at the target.
ID: 28616^6
Launches a flight of arrows at the target.
ID: 28617^6
A narrower torrent of arrows aimed at a single target rather than a group.
ID: 28618^6
A narrower torrent of arrows aimed at a single target rather than a group.
ID: 28619^6
A narrower torrent of arrows aimed at a single target rather than a group.
ID: 28632^6
Summons your target's corpse to you. This spell works on characters up to level #1. Consumes a pair of tiny jade inlaid coffins when cast.
ID: 28633^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a horriffic strike. The strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 28634^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a horriffic strike. The strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 28635^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a horriffic strike. The strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 28636^6
Instant Duration.
ID: 28637^6
Instant Duration.
ID: 28638^6
Instant Duration.
ID: 28639^6
#10 percent of melee damage done will be returned as healing.
ID: 28640^6
#10 percent of melee damage done will be returned as healing.
ID: 28641^6
#10 percent of melee damage done will be returned as healing.
ID: 28642^6
Surrounds your body with an aura of vengeful spirits, causing damage to anyone who strikes you for %z. Requires, but does not consume, a pearl when cast.
ID: 28643^6
Surrounds your body with an aura of vengeful spirits, causing damage to anyone who strikes you for %z. Requires, but does not consume, a pearl when cast.
ID: 28644^6
Surrounds your body with an aura of vengeful spirits, causing damage to anyone who strikes you for %z. Requires, but does not consume, a pearl when cast.
ID: 28645^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 28646^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 28647^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 28648^6
Heals #6 hit points every six seconds.
ID: 28649^6
Heals #6 hit points every six seconds.
ID: 28650^6
Heals #6 hit points every six seconds.
ID: 28651^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 28652^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 28653^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 28654^6
Heals #7 hit points every six seconds. Increases mana by #8 every six seconds.
ID: 28655^6
Heals #7 hit points every six seconds. Increases mana by #8 every six seconds.
ID: 28656^6
Heals #7 hit points every six seconds. Increases mana by #8 every six seconds.
ID: 28657^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 28658^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 28659^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 28660^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 28661^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 28662^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 28663^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 28664^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 28665^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 28666^6
Increases armor class by #7.
ID: 28667^6
Increases armor class by #7.
ID: 28668^6
Increases armor class by #7.
ID: 28669^6
Summons a shadow that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z. This spell will still damage (but not bind) creatures that are immune to movement rate changes.
ID: 28670^6
Summons a shadow that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z. This spell will still damage (but not bind) creatures that are immune to movement rate changes.
ID: 28671^6
Summons a shadow that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z. This spell will still damage (but not bind) creatures that are immune to movement rate changes.
ID: 28675^6
Angers your target with insidious audacity, lowering their resistance to disease by @7 and increasing their hatred for you for %z.
ID: 28676^6
Angers your target with insidious audacity, lowering their resistance to disease by @7 and increasing their hatred for you for %z.
ID: 28677^6
Angers your target with insidious audacity, lowering their resistance to disease by @7 and increasing their hatred for you for %z.
ID: 28678^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 28679^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 28680^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 28681^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 28682^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 28683^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 28684^6
Instant Duration.
ID: 28685^6
Instant Duration.
ID: 28686^6
Instant Duration.
ID: 28687^6
Strikes your target twice with a gouging blade.
ID: 28688^6
Strikes your target twice with a gouging blade.
ID: 28689^6
Strikes your target twice with a gouging blade.
ID: 28690^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 28691^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 28692^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 28693^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 28694^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 28695^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 28696^6
Transforms you into a skeleton for %z.
ID: 28697^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage and damaging your attackers for %z. The souls will fade away after absorbing @5 damage.
ID: 28698^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage and damaging your attackers for %z. The souls will fade away after absorbing @5 damage.
ID: 28699^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage and damaging your attackers for %z. The souls will fade away after absorbing @5 damage.
ID: 28700^6
Drains #1 life from your target.
ID: 28701^6
Drains #1 life from your target.
ID: 28702^6
Drains #1 life from your target.
ID: 28703^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 28704^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 28705^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 28706^6
The mantle's shattering heals you for #1.
ID: 28707^6
The mantle's shattering heals you for #1.
ID: 28708^6
The mantle's shattering heals you for #1.
ID: 28709^6
Animates an undead servant. Consumes bone chips when cast.
ID: 28710^6
Animates an undead servant. Consumes bone chips when cast.
ID: 28711^6
Animates an undead servant. Consumes bone chips when cast.
ID: 28712^6
A spell which will channel destructive energy into your pet, exploding it.
ID: 28713^6
A spell which will channel destructive energy into your pet, exploding it.
ID: 28714^6
A spell which will channel destructive energy into your pet, exploding it.
ID: 28715^6
The explosive energy damages enemies within a certain radius.
ID: 28716^6
The explosive energy damages enemies within a certain radius.
ID: 28717^6
The explosive energy damages enemies within a certain radius.
ID: 28718^6
The explosive energy damages damages your undead servant.
ID: 28719^6
The explosive energy damages damages your undead servant.
ID: 28720^6
The explosive energy damages damages your undead servant.
ID: 28721^6
Grips your body in darkness, slowly draining your health while increasing your attack rating.
ID: 28722^6
Grips your body in darkness, slowly draining your health while increasing your attack rating.
ID: 28723^6
Grips your body in darkness, slowly draining your health while increasing your attack rating.
ID: 28724^6
Covers your body in a protective cloak for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 28725^6
Covers your body in a protective cloak for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 28726^6
Covers your body in a protective cloak for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 28727^6
Hurls a spear of disease at your target, doing #1 damage.
ID: 28728^6
Hurls a spear of disease at your target, doing #1 damage.
ID: 28729^6
Hurls a spear of disease at your target, doing #1 damage.
ID: 28730^6
This spell corrupts your target, reducing their resistance to disease and doing #2 damage every six seconds for up to %z.
ID: 28731^6
This spell corrupts your target, reducing their resistance to disease and doing #2 damage every six seconds for up to %z.
ID: 28732^6
This spell corrupts your target, reducing their resistance to disease and doing #2 damage every six seconds for up to %z.
ID: 28733^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 28734^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 28735^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 28736^6
Gains your target's undivided attention for 18 seconds. This effect will drain their life to you, and cause your allies to generate less hatred than normal.
ID: 28737^6
Gains your target's undivided attention for 18 seconds. This effect will drain their life to you, and cause your allies to generate less hatred than normal.
ID: 28738^6
Gains your target's undivided attention for 18 seconds. This effect will drain their life to you, and cause your allies to generate less hatred than normal.
ID: 28739^6
Causes a creature of up to level #1 to attack you exclusively for %z and draining up to @2 hit points every six seconds. Your allies will generate $1 percent of their normal hatred during this period.
ID: 28740^6
Causes a creature of up to level #1 to attack you exclusively for %z and draining up to @2 hit points every six seconds. Your allies will generate $1 percent of their normal hatred during this period.
ID: 28741^6
Causes a creature of up to level #1 to attack you exclusively for %z and draining up to @2 hit points every six seconds. Your allies will generate $1 percent of their normal hatred during this period.
ID: 28742^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 28743^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 28744^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 28745^6
Decreases maximum hit points by #8. This effect will decay over time.
ID: 28746^6
Decreases maximum hit points by #8. This effect will decay over time.
ID: 28747^6
Decreases maximum hit points by #8. This effect will decay over time.
ID: 28748^6
A powerful lifetap spell that drains your target for up to @1 damage.
ID: 28749^6
A powerful lifetap spell that drains your target for up to @1 damage.
ID: 28750^6
A powerful lifetap spell that drains your target for up to @1 damage.
ID: 28751^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 28752^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 28753^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 28754^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 28755^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 28756^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 28757^6
Absorbs up to $6 damage from incoming melee attacks for the next three attacks that strike you.
ID: 28758^6
Absorbs up to $6 damage from incoming melee attacks for the next three attacks that strike you.
ID: 28759^6
Absorbs up to $6 damage from incoming melee attacks for the next three attacks that strike you.
ID: 28760^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 28761^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 28762^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 28763^6
Instant Duration.
ID: 28764^6
Instant Duration.
ID: 28765^6
Instant Duration.
ID: 28766^6
Instant Duration.
ID: 28767^6
Instant Duration.
ID: 28768^6
Instant Duration.
ID: 28769^6
Strikes your target with three powerful sword attacks and places you in a rage which will increase your spell and melee power.
ID: 28770^6
Strikes your target with three powerful sword attacks and places you in a rage which will increase your spell and melee power.
ID: 28771^6
Strikes your target with three powerful sword attacks and places you in a rage which will increase your spell and melee power.
ID: 28772^6
Adds #1 damage to your level #2 to #3 spells, while increasing your melee damage and melee speed for %z.
ID: 28773^6
Adds #1 damage to your level #2 to #3 spells, while increasing your melee damage and melee speed for %z.
ID: 28774^6
Adds #1 damage to your level #2 to #3 spells, while increasing your melee damage and melee speed for %z.
ID: 28775^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 28776^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 28777^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 28778^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 28779^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 28780^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 28781^6
Increases hate generated by #2 percent. Increases maximum hit points by #6.
ID: 28782^6
Increases hate generated by #2 percent. Increases maximum hit points by #6.
ID: 28783^6
Increases hate generated by #2 percent. Increases maximum hit points by #6.
ID: 28796^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 28797^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 28798^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 28799^6
Increases your target's maximum hit points by #8. This bonus will decay over time.
ID: 28800^6
Increases your target's maximum hit points by #8. This bonus will decay over time.
ID: 28801^6
Increases your target's maximum hit points by #8. This bonus will decay over time.
ID: 28802^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 28803^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 28804^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 28805^6
Attacks your opponents armor, lowering their armor class for a short time.
ID: 28806^6
Cleanses your group of minor corruption.
ID: 28807^6
Cleanses your group of minor corruption.
ID: 28808^6
Cleanses your group of minor corruption.
ID: 28809^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 28810^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 28811^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 28812^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 28813^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 28814^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 28815^6
Calls a torrent of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 28816^6
Calls a torrent of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 28817^6
Calls a torrent of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 28818^6
Surrounds your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell will also reflect healing upon your target's target.
ID: 28819^6
Surrounds your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell will also reflect healing upon your target's target.
ID: 28820^6
Surrounds your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell will also reflect healing upon your target's target.
ID: 28821^6
Heals your target's target for up to @1 hit points.
ID: 28822^6
Heals your target's target for up to @1 hit points.
ID: 28823^6
Heals your target's target for up to @1 hit points.
ID: 28824^6
The flames of the sun will strike creatures surrounding your target for up to @1 damage.
ID: 28825^6
The flames of the sun will strike creatures surrounding your target for up to @1 damage.
ID: 28826^6
The flames of the sun will strike creatures surrounding your target for up to @1 damage.
ID: 28827^6
A purifying breeze cleanses your group, curing them of poisons, disease, and corruption.
ID: 28828^6
A purifying breeze cleanses your group, curing them of poisons, disease, and corruption.
ID: 28829^6
A purifying breeze cleanses your group, curing them of poisons, disease, and corruption.
ID: 28830^6
Calms the savage spirit of your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 28831^6
Calms the savage spirit of your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 28832^6
Calms the savage spirit of your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 28833^6
Causes your target's skin to sprout vinespurs. This effect will cause #10 damage to any creatures that strike them. There is a chance that the spurs will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 28834^6
Causes your target's skin to sprout vinespurs. This effect will cause #10 damage to any creatures that strike them. There is a chance that the spurs will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 28835^6
Causes your target's skin to sprout vinespurs. This effect will cause #10 damage to any creatures that strike them. There is a chance that the spurs will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 28836^6
Causes your target's skin to sprout large spikes and hardened skin. This effect will cause heavy damage to any creatures that strike them.
ID: 28837^6
Fires a sunray at your target for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 28838^6
Fires a sunray at your target for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 28839^6
Fires a sunray at your target for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 28840^6
Summons a stormborn cyclone, stunning your target and causing up to @1 damage.
ID: 28841^6
Summons a stormborn cyclone, stunning your target and causing up to @1 damage.
ID: 28842^6
Summons a stormborn cyclone, stunning your target and causing up to @1 damage.
ID: 28843^6
Covers your target in a layer of ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z. This spell will reflect a heal on your target's target.
ID: 28844^6
Covers your target in a layer of ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z. This spell will reflect a heal on your target's target.
ID: 28845^6
Covers your target in a layer of ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z. This spell will reflect a heal on your target's target.
ID: 28846^6
Heals your target's target for @11 hit points every six seconds for %z.
ID: 28847^6
Heals your target's target for @11 hit points every six seconds for %z.
ID: 28848^6
Heals your target's target for @11 hit points every six seconds for %z.
ID: 28849^6
Surrounds your target in a shield of spineburrs that causes damage to anything that strikes them for %z.
ID: 28850^6
Surrounds your target in a shield of spineburrs that causes damage to anything that strikes them for %z.
ID: 28851^6
Surrounds your target in a shield of spineburrs that causes damage to anything that strikes them for %z.
ID: 28852^6
Hardens the skin of your target, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 28853^6
Hardens the skin of your target, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 28854^6
Hardens the skin of your target, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 28855^6
Mends severe wounds, healing up to @1 damage.
ID: 28856^6
Mends severe wounds, healing up to @1 damage.
ID: 28857^6
Mends severe wounds, healing up to @1 damage.
ID: 28858^6
A lunar chill strikes all creatures around your target, dealing up to @1 points of damage.
ID: 28859^6
A lunar chill strikes all creatures around your target, dealing up to @1 points of damage.
ID: 28860^6
A lunar chill strikes all creatures around your target, dealing up to @1 points of damage.
ID: 28861^6
Covers you in a skin of beastwood, greatly reducing the damage you take from melee attacks for up to %z. Your skin will absorb up to @1 points of damage.
ID: 28862^6
Covers you in a skin of beastwood, greatly reducing the damage you take from melee attacks for up to %z. Your skin will absorb up to @1 points of damage.
ID: 28863^6
Covers you in a skin of beastwood, greatly reducing the damage you take from melee attacks for up to %z. Your skin will absorb up to @1 points of damage.
ID: 28864^6
Imbues your target with the promise of a great heal in %z.
ID: 28865^6
Imbues your target with the promise of a great heal in %z.
ID: 28866^6
Imbues your target with the promise of a great heal in %z.
ID: 28867^6
Instant Duration.
ID: 28868^6
Instant Duration.
ID: 28869^6
Instant Duration.
ID: 28870^6
Surrounds your group in a fiery aura, adding bursts of flame to any damaging spells they cast.
ID: 28871^6
Surrounds your group in a fiery aura, adding bursts of flame to any damaging spells they cast.
ID: 28872^6
Surrounds your group in a fiery aura, adding bursts of flame to any damaging spells they cast.
ID: 28873^6
Adds a burst of flame to damaging spells you cast.
ID: 28874^6
Adds a burst of flame to damaging spells you cast.
ID: 28875^6
Adds a burst of flame to damaging spells you cast.
ID: 28876^6
Burns your target for @1 damage.
ID: 28877^6
Burns your target for @1 damage.
ID: 28878^6
Burns your target for @1 damage.
ID: 28879^6
Commands a horde of insects to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 28880^6
Commands a horde of insects to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 28881^6
Commands a horde of insects to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 28882^6
Surrounds your body in a coat of spineburrs that increases your armor class and harms those that strike you for %z.
ID: 28883^6
Surrounds your body in a coat of spineburrs that increases your armor class and harms those that strike you for %z.
ID: 28884^6
Surrounds your body in a coat of spineburrs that increases your armor class and harms those that strike you for %z.
ID: 28885^6
Unleashes the roar of Kolos at your target, dealing up to @1 damage and stunning creatures up to level @2.
ID: 28886^6
Unleashes the roar of Kolos at your target, dealing up to @1 damage and stunning creatures up to level @2.
ID: 28887^6
Unleashes the roar of Kolos at your target, dealing up to @1 damage and stunning creatures up to level @2.
ID: 28888^6
Surrounds your group in an icy aura, adding bursts of ice to any damaging spells they cast.
ID: 28889^6
Surrounds your group in an icy aura, adding bursts of ice to any damaging spells they cast.
ID: 28890^6
Surrounds your group in an icy aura, adding bursts of ice to any damaging spells they cast.
ID: 28891^6
Adds a burst of ice to damaging spells you cast.
ID: 28892^6
Adds a burst of ice to damaging spells you cast.
ID: 28893^6
Adds a burst of ice to damaging spells you cast.
ID: 28894^6
Freezes your target for @1 damage.
ID: 28895^6
Freezes your target for @1 damage.
ID: 28896^6
Freezes your target for @1 damage.
ID: 28897^6
Burns your target for @1 damage and heals your target's target.
ID: 28898^6
Burns your target for @1 damage and heals your target's target.
ID: 28899^6
Burns your target for @1 damage and heals your target's target.
ID: 28900^6
Heals your target's target for up to @1 hit points.
ID: 28901^6
Heals your target's target for up to @1 hit points.
ID: 28902^6
Heals your target's target for up to @1 hit points.
ID: 28903^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants while also increasing the damage they will take from fire-based spells for %z.
ID: 28904^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants while also increasing the damage they will take from fire-based spells for %z.
ID: 28905^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants while also increasing the damage they will take from fire-based spells for %z.
ID: 28906^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 28907^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 28908^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 28909^6
Burns your target's skin with winter's radiation, inflicting damage separately from a burning radiation and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 28910^6
Burns your target's skin with winter's radiation, inflicting damage separately from a burning radiation and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 28911^6
Burns your target's skin with winter's radiation, inflicting damage separately from a burning radiation and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 28912^6
Instant Duration.
ID: 28913^6
Instant Duration.
ID: 28914^6
Instant Duration.
ID: 28915^6
Instant Duration.
ID: 28916^6
Instant Duration.
ID: 28917^6
Instant Duration.
ID: 28918^6
Blankets your target in clinging frost, lowering their attack value and armor class for %z. This spell reflects a heal upon your target's target.
ID: 28919^6
Blankets your target in clinging frost, lowering their attack value and armor class for %z. This spell reflects a heal upon your target's target.
ID: 28920^6
Blankets your target in clinging frost, lowering their attack value and armor class for %z. This spell reflects a heal upon your target's target.
ID: 28921^6
Heals your target's target for up to @1 hit points.
ID: 28922^6
Heals your target's target for up to @1 hit points.
ID: 28923^6
Heals your target's target for up to @1 hit points.
ID: 28924^6
Freezes your target in a moonbeam, dealing between #2 and @2 damage every six seconds, lowering their armor class and resistance to cold, and increasing the amount of damage they take from cold spells for %z.
ID: 28925^6
Freezes your target in a moonbeam, dealing between #2 and @2 damage every six seconds, lowering their armor class and resistance to cold, and increasing the amount of damage they take from cold spells for %z.
ID: 28926^6
Freezes your target in a moonbeam, dealing between #2 and @2 damage every six seconds, lowering their armor class and resistance to cold, and increasing the amount of damage they take from cold spells for %z.
ID: 28927^6
Summons a sporali ally to attack your target with poison for up to @1 seconds.
ID: 28928^6
Summons a sporali ally to attack your target with poison for up to @1 seconds.
ID: 28929^6
Summons a sporali ally to attack your target with poison for up to @1 seconds.
ID: 28930^6
Poisons your target, dealing up to @1 damage.
ID: 28931^6
Poisons your target, dealing up to @1 damage.
ID: 28932^6
Poisons your target, dealing up to @1 damage.
ID: 28933^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 28934^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 28935^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 28936^6
Heals #8 hit points every six seconds.
ID: 28937^6
Heals #8 hit points every six seconds.
ID: 28938^6
Heals #8 hit points every six seconds.
ID: 28939^6
Lowers your target's attack power and armor class for %z.
ID: 28940^6
Lowers your target's attack power and armor class for %z.
ID: 28941^6
Lowers your target's attack power and armor class for %z.
ID: 28942^6
Burns your target's target and grants you a twincast of the next two heals cast.
ID: 28943^6
Burns your target's target and grants you a twincast of the next two heals cast.
ID: 28944^6
Burns your target's target and grants you a twincast of the next two heals cast.
ID: 28945^6
Burns your target's target for up to @1 points of damage.
ID: 28946^6
Burns your target's target for up to @1 points of damage.
ID: 28947^6
Burns your target's target for up to @1 points of damage.
ID: 28948^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 28949^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 28950^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 28951^6
Ignites your target's skin, doing up to @1 damage.
ID: 28952^6
Ignites your target's skin, doing up to @1 damage.
ID: 28953^6
Ignites your target's skin, doing up to @1 damage.
ID: 28954^6
Surrounds your group in a shield of spineburrs that causes damage to anything that strikes them for %z.
ID: 28955^6
Surrounds your group in a shield of spineburrs that causes damage to anything that strikes them for %z.
ID: 28956^6
Surrounds your group in a shield of spineburrs that causes damage to anything that strikes them for %z.
ID: 28957^6
Hardens the skin of your group, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 28958^6
Hardens the skin of your group, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 28959^6
Hardens the skin of your group, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 28960^6
Summons sterlingfrost crystals, causing @1 damage to your target.
ID: 28961^6
Summons sterlingfrost crystals, causing @1 damage to your target.
ID: 28962^6
Summons sterlingfrost crystals, causing @1 damage to your target.
ID: 28963^6
Covers your face in the mask of the thicket dweller for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 28964^6
Covers your face in the mask of the thicket dweller for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 28965^6
Covers your face in the mask of the thicket dweller for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 28966^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 28967^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 28968^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 28969^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 28970^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 28971^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 28972^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 28973^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 28974^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 28975^6
Curses your target with the chill of the Natureward, dealing @1 damage every six seconds for %z. If this effect lasts its full duration, a more damaging frost will form on the target.
ID: 28976^6
Curses your target with the chill of the Natureward, dealing @1 damage every six seconds for %z. If this effect lasts its full duration, a more damaging frost will form on the target.
ID: 28977^6
Curses your target with the chill of the Natureward, dealing @1 damage every six seconds for %z. If this effect lasts its full duration, a more damaging frost will form on the target.
ID: 28978^6
Curses your target with the frost of the Natureward, dealing @1 damage every six seconds for %z.
ID: 28979^6
Curses your target with the frost of the Natureward, dealing @1 damage every six seconds for %z.
ID: 28980^6
Curses your target with the frost of the Natureward, dealing @1 damage every six seconds for %z.
ID: 28981^6
Invigorates your target, healing up to #1 damage.
ID: 28982^6
Invigorates your target, healing up to #1 damage.
ID: 28983^6
Invigorates your target, healing up to #1 damage.
ID: 28984^6
Surrounds your target with a surge of spineburrs, damaging anything that attacks them. These burrs will then regrow, damaging attackers and healing their host.
ID: 28985^6
Surrounds your target with a surge of spineburrs, damaging anything that attacks them. These burrs will then regrow, damaging attackers and healing their host.
ID: 28986^6
Surrounds your target with a surge of spineburrs, damaging anything that attacks them. These burrs will then regrow, damaging attackers and healing their host.
ID: 28987^6
Damages your attackers and heals #12 points of damage.
ID: 28988^6
Damages your attackers and heals #12 points of damage.
ID: 28989^6
Damages your attackers and heals #12 points of damage.
ID: 28990^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 28991^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 28992^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 28993^6
Lowers your target's hatred for you by @1.
ID: 28994^6
Lowers your target's hatred for you by @1.
ID: 28995^6
Lowers your target's hatred for you by @1.
ID: 28996^6
A mystical ring transports you to the Beasts' Domain.
ID: 28997^6
A mystical circle transports your group to the Beasts' Domain.
ID: 28998^6
A mystical zephyr transports your target to the Beasts' Domain.
ID: 28999^6
A mystical ring transports you to the Pillars of Alra.
ID: 29000^6
A mystical circle transports your group to the Pillars of Alra.
ID: 29001^6
A mystical zephyr transports your target to the Pillars of Alra.
ID: 29002^6
Strikes your opponent with three flying kicks while making them weaker against additional flying kick attacks.
ID: 29003^6
Strikes your opponent with three flying kicks while making them weaker against additional flying kick attacks.
ID: 29004^6
Strikes your opponent with three flying kicks while making them weaker against additional flying kick attacks.
ID: 29005^6
Weakens you against incoming flying kicks.
ID: 29006^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 29007^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 29008^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 29009^6
You take the balanced stance of the tiger, adding extra attacks when you strike your target.
ID: 29010^6
You take the balanced stance of the tiger, adding extra attacks when you strike your target.
ID: 29011^6
You take the balanced stance of the tiger, adding extra attacks when you strike your target.
ID: 29012^6
You take the balanced stance of the tiger, adding extra attacks when you strike your target for %z.
ID: 29013^6
You take the balanced stance of the tiger, adding extra attacks when you strike your target for %z.
ID: 29014^6
You take the balanced stance of the tiger, adding extra attacks when you strike your target for %z.
ID: 29015^6
Executes a Tiger Claw attack against your target.
ID: 29016^6
Executes a Tiger Claw attack against your target.
ID: 29017^6
Executes a Tiger Claw attack against your target.
ID: 29018^6
You step into the Void, increasing your chance to dodge by #7 for up to %z.
ID: 29019^6
You step into the Void, increasing your chance to dodge by #7 for up to %z.
ID: 29020^6
You step into the Void, increasing your chance to dodge by #7 for up to %z.
ID: 29021^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 29022^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 29023^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 29024^6
Instant Duration.
ID: 29025^6
Instant Duration.
ID: 29026^6
Instant Duration.
ID: 29027^6
A risky stance that will generate two very strong flying kicks.
ID: 29028^6
A risky stance that will generate two very strong flying kicks.
ID: 29029^6
A risky stance that will generate two very strong flying kicks.
ID: 29030^6
Increases the damage done by all of your melee attacks for %z.
ID: 29031^6
Increases the damage done by all of your melee attacks for %z.
ID: 29032^6
Increases the damage done by all of your melee attacks for %z.
ID: 29033^6
With seven simple steps, you attack your opponent with three successive tiger claw punches.
ID: 29034^6
With seven simple steps, you attack your opponent with three successive tiger claw punches.
ID: 29035^6
With seven simple steps, you attack your opponent with three successive tiger claw punches.
ID: 29036^6
You fade your body from this plane, making it much more difficult for your opponents to strike you.
ID: 29037^6
You fade your body from this plane, making it much more difficult for your opponents to strike you.
ID: 29038^6
You fade your body from this plane, making it much more difficult for your opponents to strike you.
ID: 29039^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 29040^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 29041^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 29042^6
Increases negative health limit by #1. Heals you every six seconds. The amount healed will increase if you are at especially low health.
ID: 29043^6
Increases negative health limit by #1. Heals you every six seconds. The amount healed will increase if you are at especially low health.
ID: 29044^6
Increases negative health limit by #1. Heals you every six seconds. The amount healed will increase if you are at especially low health.
ID: 29045^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 29046^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 29047^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 29048^6
Focuses your internal energy using the technique of Master Kojai. While in this trance your flying kicks will do much greater damage, have a higher chance of hitting, and you will be able to execute them much more frequently.
ID: 29049^6
Focuses your internal energy using the technique of Master Kojai. While in this trance your flying kicks will do much greater damage, have a higher chance of hitting, and you will be able to execute them much more frequently.
ID: 29050^6
Focuses your internal energy using the technique of Master Kojai. While in this trance your flying kicks will do much greater damage, have a higher chance of hitting, and you will be able to execute them much more frequently.
ID: 29057^6
A long forgotten aria that cleanses the target's body of poison, disease, curses, and corruption.
ID: 29058^6
A long forgotten aria that cleanses the target's body of poison, disease, curses, and corruption.
ID: 29059^6
A long forgotten aria that cleanses the target's body of poison, disease, curses, and corruption.
ID: 29060^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent and increases their chance to flurry.
ID: 29061^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent and increases their chance to flurry.
ID: 29062^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent and increases their chance to flurry.
ID: 29063^6
A quiet lullaby that causes your target to fall into an enchanted sleep and has a chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 29064^6
A quiet lullaby that causes your target to fall into an enchanted sleep and has a chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 29065^6
A quiet lullaby that causes your target to fall into an enchanted sleep and has a chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 29066^6
Increases your companions' health, mana, and endurance regeneration and increases the yield of their healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 29067^6
Increases your companions' health, mana, and endurance regeneration and increases the yield of their healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 29068^6
Increases your companions' health, mana, and endurance regeneration and increases the yield of their healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 29069^6
Adds a defensive barrier that can stun attacking creatures.
ID: 29070^6
Adds a defensive barrier that can stun attacking creatures.
ID: 29071^6
Adds a defensive barrier that can stun attacking creatures.
ID: 29072^6
Stuns creatures up to level @4.
ID: 29073^6
Stuns creatures up to level @4.
ID: 29074^6
Stuns creatures up to level @4.
ID: 29075^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 29076^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 29077^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 29078^6
A quiet song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 29079^6
A quiet song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 29080^6
A quiet song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 29081^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay inside the area of the aura.
ID: 29082^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay inside the area of the aura.
ID: 29083^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay inside the area of the aura.
ID: 29084^6
Regenerates health and mana every six seconds.
ID: 29085^6
Regenerates health and mana every six seconds.
ID: 29086^6
Regenerates health and mana every six seconds.
ID: 29087^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay within earshot of your echo.
ID: 29088^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay within earshot of your echo.
ID: 29089^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay within earshot of your echo.
ID: 29090^6
Regenerates health and mana every six seconds.
ID: 29091^6
Regenerates health and mana every six seconds.
ID: 29092^6
Regenerates health and mana every six seconds.
ID: 29093^6
This soothing lullaby has a #1 percent chance to cause your target to forget its enemies.
ID: 29094^6
This soothing lullaby has a #1 percent chance to cause your target to forget its enemies.
ID: 29095^6
This soothing lullaby has a #1 percent chance to cause your target to forget its enemies.
ID: 29096^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 29097^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 29098^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 29099^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 29100^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 29101^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 29102^6
Lowers the recast time of your companions' beneficial spells and reduces the hatred generated by such actions. This will benefit spells that are at least level #5 and up to level #8.
ID: 29103^6
Lowers the recast time of your companions' beneficial spells and reduces the hatred generated by such actions. This will benefit spells that are at least level #5 and up to level #8.
ID: 29104^6
Lowers the recast time of your companions' beneficial spells and reduces the hatred generated by such actions. This will benefit spells that are at least level #5 and up to level #8.
ID: 29105^6
Calls forth a renewing blessing to regenerate the health and mana of nearby allies.
ID: 29106^6
Calls forth a renewing blessing to regenerate the health and mana of nearby allies.
ID: 29107^6
Calls forth a renewing blessing to regenerate the health and mana of nearby allies.
ID: 29108^6
This psalm increases the effectiveness of fire and magic damage over time spells cast by members of your group. The song improves spells that are between level #3 and level #4.
ID: 29109^6
This psalm increases the effectiveness of fire and magic damage over time spells cast by members of your group. The song improves spells that are between level #3 and level #4.
ID: 29110^6
This psalm increases the effectiveness of fire and magic damage over time spells cast by members of your group. The song improves spells that are between level #3 and level #4.
ID: 29111^6
Increases your group's chance to have critical heals and heals over time by #1 percent. This effectiveness will decay on spells above level @1.
ID: 29112^6
Increases your group's chance to have critical heals and heals over time by #1 percent. This effectiveness will decay on spells above level @1.
ID: 29113^6
Increases your group's chance to have critical heals and heals over time by #1 percent. This effectiveness will decay on spells above level @1.
ID: 29114^6
Grants your companions the ability to add a magical strike to their melee attacks. These strikes will generate less hatred than normal.
ID: 29115^6
Grants your companions the ability to add a magical strike to their melee attacks. These strikes will generate less hatred than normal.
ID: 29116^6
Grants your companions the ability to add a magical strike to their melee attacks. These strikes will generate less hatred than normal.
ID: 29117^6
Strikes your opponent with suffering, doing up to @1 points of damage.
ID: 29118^6
Strikes your opponent with suffering, doing up to @1 points of damage.
ID: 29119^6
Strikes your opponent with suffering, doing up to @1 points of damage.
ID: 29120^6
Those that hear the spry sonata move with a serpentine precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 29121^6
Those that hear the spry sonata move with a serpentine precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 29122^6
Those that hear the spry sonata move with a serpentine precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 29123^6
This energizing aria increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 29124^6
This energizing aria increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 29125^6
This energizing aria increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 29126^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 29127^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 29128^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 29129^6
Gently pushes your target away from you.
ID: 29130^6
Gently pushes your target away from you.
ID: 29131^6
Gently pushes your target away from you.
ID: 29132^6
Gently pulls your target towards you.
ID: 29133^6
Gently pulls your target towards you.
ID: 29134^6
Gently pulls your target towards you.
ID: 29135^6
This song causes your target to fall into an enchanted sleep and has a #2 percent chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 29136^6
This song causes your target to fall into an enchanted sleep and has a #2 percent chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 29137^6
This song causes your target to fall into an enchanted sleep and has a #2 percent chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 29138^6
A bewitching melody that charms the target, allowing you to command it. Affects creatures up to level @1.
ID: 29139^6
A bewitching melody that charms the target, allowing you to command it. Affects creatures up to level @1.
ID: 29140^6
A bewitching melody that charms the target, allowing you to command it. Affects creatures up to level @1.
ID: 29141^6
The song of the warlord inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, damaging attackers by up to @4, and adding damage to their attacks.
ID: 29142^6
The song of the warlord inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, damaging attackers by up to @4, and adding damage to their attacks.
ID: 29143^6
The song of the warlord inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, damaging attackers by up to @4, and adding damage to their attacks.
ID: 29144^6
Fuels the destructive power of your group members, applying an additional damage effect to their attacks and every damaging spell they cast.
ID: 29145^6
Fuels the destructive power of your group members, applying an additional damage effect to their attacks and every damaging spell they cast.
ID: 29146^6
Fuels the destructive power of your group members, applying an additional damage effect to their attacks and every damaging spell they cast.
ID: 29147^6
Instant Duration.
ID: 29148^6
Instant Duration.
ID: 29149^6
Instant Duration.
ID: 29150^6
Instant Duration.
ID: 29151^6
Instant Duration.
ID: 29152^6
Instant Duration.
ID: 29153^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay inside the area of the aura.
ID: 29154^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay inside the area of the aura.
ID: 29155^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay inside the area of the aura.
ID: 29156^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This aura also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 29157^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This aura also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 29158^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This aura also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 29159^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay within earshot of your echo.
ID: 29160^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay within earshot of your echo.
ID: 29161^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay within earshot of your echo.
ID: 29162^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This echo also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 29163^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This echo also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 29164^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This echo also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 29165^6
Words can hurt. These words will do up to #1 damage to your target.
ID: 29166^6
Words can hurt. These words will do up to #1 damage to your target.
ID: 29167^6
Words can hurt. These words will do up to #1 damage to your target.
ID: 29168^6
This song will increase your companions' armor class and give their attacks the chance to strike an infuriating magical blow.
ID: 29169^6
This song will increase your companions' armor class and give their attacks the chance to strike an infuriating magical blow.
ID: 29170^6
This song will increase your companions' armor class and give their attacks the chance to strike an infuriating magical blow.
ID: 29171^6
Strikes your opponent, dealing #1 damage and infuriating them.
ID: 29172^6
Strikes your opponent, dealing #1 damage and infuriating them.
ID: 29173^6
Strikes your opponent, dealing #1 damage and infuriating them.
ID: 29174^6
When this song builds to a crescendo it awakens the senses of your group members, restoring their health, mana, and endurance.
ID: 29175^6
When this song builds to a crescendo it awakens the senses of your group members, restoring their health, mana, and endurance.
ID: 29176^6
When this song builds to a crescendo it awakens the senses of your group members, restoring their health, mana, and endurance.
ID: 29177^6
Instant Duration.
ID: 29178^6
Instant Duration.
ID: 29179^6
Instant Duration.
ID: 29180^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 29181^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 29182^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 29183^6
Causes up to six nearby enemies to fall into an enchanted sleep for up to %z.
ID: 29184^6
Causes up to six nearby enemies to fall into an enchanted sleep for up to %z.
ID: 29185^6
Causes up to six nearby enemies to fall into an enchanted sleep for up to %z.
ID: 29195^6
Strikes an unsuspecting opponent with a focused blow, stunning them. This will only work on targets up to level @1.
ID: 29196^6
Strikes an unsuspecting opponent with a focused blow, stunning them. This will only work on targets up to level @1.
ID: 29197^6
Strikes an unsuspecting opponent with a focused blow, stunning them. This will only work on targets up to level @1.
ID: 29198^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 29199^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 29200^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 29201^6
Makes your target a simple mark, stunning them and increasing the damage they take from piercing weapons. This will only work on targets up to level @1.
ID: 29202^6
Makes your target a simple mark, stunning them and increasing the damage they take from piercing weapons. This will only work on targets up to level @1.
ID: 29203^6
Makes your target a simple mark, stunning them and increasing the damage they take from piercing weapons. This will only work on targets up to level @1.
ID: 29204^6
Increases incoming peircing damage by #12 percent for %z.
ID: 29205^6
Increases incoming peircing damage by #12 percent for %z.
ID: 29206^6
Increases incoming peircing damage by #12 percent for %z.
ID: 29207^6
You throw a stone, making quite a lot of noise and causing enemies to turn towards its source. You must be out of combat and hidden.
ID: 29208^6
You throw a stone, making quite a lot of noise and causing enemies to turn towards its source. You must be out of combat and hidden.
ID: 29209^6
You throw a stone, making quite a lot of noise and causing enemies to turn towards its source. You must be out of combat and hidden.
ID: 29210^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. This will generate less hatred than normal attacks.
ID: 29211^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. This will generate less hatred than normal attacks.
ID: 29212^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. This will generate less hatred than normal attacks.
ID: 29213^6
Increases your accuracy by #4 percent for up to %z but increases the damage you take if you get hit.
ID: 29214^6
Increases your accuracy by #4 percent for up to %z but increases the damage you take if you get hit.
ID: 29215^6
Increases your accuracy by #4 percent for up to %z but increases the damage you take if you get hit.
ID: 29216^6
Applies a poison to your blades, allowing a chance for your melee attacks to deal extra damage for a short time.
ID: 29217^6
Applies a poison to your blades, allowing a chance for your melee attacks to deal extra damage for a short time.
ID: 29218^6
Applies a poison to your blades, allowing a chance for your melee attacks to deal extra damage for a short time.
ID: 29219^6
Applies a poison to your blades, allowing a chance for up to 16 melee attacks to deal extra damage for %z.
ID: 29220^6
Applies a poison to your blades, allowing a chance for up to 16 melee attacks to deal extra damage for %z.
ID: 29221^6
Applies a poison to your blades, allowing a chance for up to 16 melee attacks to deal extra damage for %z.
ID: 29222^6
Deals #1 points of poison damage to your target.
ID: 29223^6
Deals #1 points of poison damage to your target.
ID: 29224^6
Deals #1 points of poison damage to your target.
ID: 29225^6
Hurls a magical dagger at the target.
ID: 29226^6
Hurls a magical dagger at the target.
ID: 29227^6
Hurls a magical dagger at the target.
ID: 29228^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 29229^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 29230^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 29231^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 29232^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 29233^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 29234^6
Tricks your target, reducing its hatred for you and increasing hatred its current foe generates.
ID: 29235^6
Tricks your target, reducing its hatred for you and increasing hatred its current foe generates.
ID: 29236^6
Tricks your target, reducing its hatred for you and increasing hatred its current foe generates.
ID: 29237^6
Causes your actions to generate #4 percent more hatred for %z.
ID: 29238^6
Causes your actions to generate #4 percent more hatred for %z.
ID: 29239^6
Causes your actions to generate #4 percent more hatred for %z.
ID: 29240^6
Pinpoints the liabilities of your target, increasing the damage they take from backstabs by #4 percent and piercing by #7 percent for %z
ID: 29241^6
Pinpoints the liabilities of your target, increasing the damage they take from backstabs by #4 percent and piercing by #7 percent for %z
ID: 29242^6
Pinpoints the liabilities of your target, increasing the damage they take from backstabs by #4 percent and piercing by #7 percent for %z
ID: 29243^6
A staggering assault that strikes your foe for #1 damage and increases the damage you do with melee weapons for a short time.
ID: 29244^6
A staggering assault that strikes your foe for #1 damage and increases the damage you do with melee weapons for a short time.
ID: 29245^6
A staggering assault that strikes your foe for #1 damage and increases the damage you do with melee weapons for a short time.
ID: 29246^6
Increases the amount of melee damage you do for a short time.
ID: 29247^6
Increases the amount of melee damage you do for a short time.
ID: 29248^6
Increases the amount of melee damage you do for a short time.
ID: 29249^6
You take careful aim at your opponent, causing your next backstab or double backstab to never miss and cause greater damage. You may only prepare for a sneak attack after being hidden.
ID: 29250^6
You take careful aim at your opponent, causing your next backstab or double backstab to never miss and cause greater damage. You may only prepare for a sneak attack after being hidden.
ID: 29251^6
You take careful aim at your opponent, causing your next backstab or double backstab to never miss and cause greater damage. You may only prepare for a sneak attack after being hidden.
ID: 29252^6
Increases the damage of all of your melee attacks.
ID: 29253^6
Increases the damage of all of your melee attacks.
ID: 29254^6
Increases the damage of all of your melee attacks.
ID: 29255^6
Befuddles your target, giving an opportunity to sneak away.
ID: 29256^6
Befuddles your target, giving an opportunity to sneak away.
ID: 29257^6
Befuddles your target, giving an opportunity to sneak away.
ID: 29258^6
Hides you and increases your movement speed.
ID: 29261^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 29262^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 29263^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 29264^6
Mesmerization.
ID: 29265^6
Mesmerization.
ID: 29266^6
Mesmerization.
ID: 29276^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 29277^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 29278^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 29279^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 29280^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 29281^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 29282^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 29283^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 29284^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 29285^6
Fills your group with the power of the lion, granting their melee attacks a chance to cause extra damage.
ID: 29286^6
Fills your group with the power of the lion, granting their melee attacks a chance to cause extra damage.
ID: 29287^6
Fills your group with the power of the lion, granting their melee attacks a chance to cause extra damage.
ID: 29288^6
Instant Duration.
ID: 29289^6
Instant Duration.
ID: 29290^6
Instant Duration.
ID: 29291^6
Fills your target with a preeminent foresight, mammoth's force, imperative focusing, and a spirit of resolve. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 29292^6
Fills your target with a preeminent foresight, mammoth's force, imperative focusing, and a spirit of resolve. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 29293^6
Fills your target with a preeminent foresight, mammoth's force, imperative focusing, and a spirit of resolve. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 29294^6
Fills your target with a preeminent foresight, increasing their ability to avoid being hit for %z.
ID: 29295^6
Fills your target with a preeminent foresight, increasing their ability to avoid being hit for %z.
ID: 29296^6
Fills your target with a preeminent foresight, increasing their ability to avoid being hit for %z.
ID: 29297^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 29298^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 29299^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 29300^6
Fills your target with the spirit of resolve, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 29301^6
Fills your target with the spirit of resolve, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 29302^6
Fills your target with the spirit of resolve, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 29303^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to attacks.
ID: 29304^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to attacks.
ID: 29305^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to attacks.
ID: 29306^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 29307^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 29308^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 29309^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 29310^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 29311^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 29312^6
Provides a #1 percent chance to cast a healing spell.
ID: 29313^6
Provides a #1 percent chance to cast a healing spell.
ID: 29314^6
Provides a #1 percent chance to cast a healing spell.
ID: 29315^6
Heals #2 hit points every six seconds.
ID: 29316^6
Deals #2 points of damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 29317^6
Deals #2 points of damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 29318^6
Deals #2 points of damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 29319^6
Inflicts a disease on your target, dealing @1 damage every six seconds for %z. If the disease runs its full course, it will trigger a stronger disease effect.
ID: 29320^6
Inflicts a disease on your target, dealing @1 damage every six seconds for %z. If the disease runs its full course, it will trigger a stronger disease effect.
ID: 29321^6
Inflicts a disease on your target, dealing @1 damage every six seconds for %z. If the disease runs its full course, it will trigger a stronger disease effect.
ID: 29322^6
Inflicts a strong disease on your target, dealing @1 damage every six seconds for %z.
ID: 29323^6
Inflicts a strong disease on your target, dealing @1 damage every six seconds for %z.
ID: 29324^6
Inflicts a strong disease on your target, dealing @1 damage every six seconds for %z.
ID: 29325^6
Calls the spirit of Gotikan to watch over your group, healing #1 points of damage and calling forth future waves of healing.
ID: 29326^6
Calls the spirit of Gotikan to watch over your group, healing #1 points of damage and calling forth future waves of healing.
ID: 29327^6
Calls the spirit of Gotikan to watch over your group, healing #1 points of damage and calling forth future waves of healing.
ID: 29328^6
Calls forth a future wave of healing.
ID: 29329^6
Calls forth a future wave of healing.
ID: 29330^6
Calls forth a future wave of healing.
ID: 29331^6
Heals you and calls forth a future wave of healing.
ID: 29332^6
Heals you and calls forth a future wave of healing.
ID: 29333^6
Heals you and calls forth a future wave of healing.
ID: 29334^6
Heals you and calls forth a future wave of healing.
ID: 29335^6
Heals you and calls forth a future wave of healing.
ID: 29336^6
Heals you and calls forth a future wave of healing.
ID: 29337^6
Heals you for #1 points of damage.
ID: 29338^6
Heals you for #1 points of damage.
ID: 29339^6
Heals you for #1 points of damage.
ID: 29340^6
Summons mystical power, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 29341^6
Summons mystical power, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 29342^6
Summons mystical power, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 29343^6
Absorbs #1 percent of incoming melee damage, up to a maximum of @1.
ID: 29344^6
Absorbs #1 percent of incoming melee damage, up to a maximum of @1.
ID: 29345^6
Absorbs #1 percent of incoming melee damage, up to a maximum of @1.
ID: 29346^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 29347^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 29348^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 29349^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 29350^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 29351^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 29352^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 29353^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 29354^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 29355^6
Afflicts your target with a grendlaen bite, causing up to @1 damage.
ID: 29356^6
Afflicts your target with a grendlaen bite, causing up to @1 damage.
ID: 29357^6
Afflicts your target with a grendlaen bite, causing up to @1 damage.
ID: 29358^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 29359^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 29360^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 29361^6
Inflicts your target with a debilitating disease, lowering their disease resistance and dealing #2 damage every six seconds for %z.
ID: 29362^6
Inflicts your target with a debilitating disease, lowering their disease resistance and dealing #2 damage every six seconds for %z.
ID: 29363^6
Inflicts your target with a debilitating disease, lowering their disease resistance and dealing #2 damage every six seconds for %z.
ID: 29364^6
Slows the target and places a heal-over-time on the target's target.
ID: 29365^6
Slows the target and places a heal-over-time on the target's target.
ID: 29366^6
Slows the target and places a heal-over-time on the target's target.
ID: 29367^6
Slows your target.
ID: 29368^6
Slows your target.
ID: 29369^6
Slows your target.
ID: 29370^6
Heals your target's target for #2 hit points every six seconds for %z.
ID: 29371^6
Heals your target's target for #2 hit points every six seconds for %z.
ID: 29372^6
Heals your target's target for #2 hit points every six seconds for %z.
ID: 29373^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 29374^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 29375^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 29376^6
Creates a rain of poison, causing three waves of #1 damage to everything in a small radius around your target.
ID: 29377^6
Creates a rain of poison, causing three waves of #1 damage to everything in a small radius around your target.
ID: 29378^6
Creates a rain of poison, causing three waves of #1 damage to everything in a small radius around your target.
ID: 29379^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 29380^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 29381^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 29382^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 29383^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 29384^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 29385^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. If this venom runs its full course, it will trigger an even stronger venom.
ID: 29386^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. If this venom runs its full course, it will trigger an even stronger venom.
ID: 29387^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. If this venom runs its full course, it will trigger an even stronger venom.
ID: 29388^6
Fills your target's veins with a fast-acting venom, causing #1 damage every six seconds for %z.
ID: 29389^6
Fills your target's veins with a fast-acting venom, causing #1 damage every six seconds for %z.
ID: 29390^6
Fills your target's veins with a fast-acting venom, causing #1 damage every six seconds for %z.
ID: 29391^6
Fills your target's veins with a fast-acting venom, causing #2 damage every six seconds for %z. This venom will do less damage to exceptionally strong targets.
ID: 29392^6
Fills your target's veins with a fast-acting venom, causing #2 damage every six seconds for %z. This venom will do less damage to exceptionally strong targets.
ID: 29393^6
Fills your target's veins with a fast-acting venom, causing #2 damage every six seconds for %z. This venom will do less damage to exceptionally strong targets.
ID: 29394^6
Channels the blood of Klar to cure your group of poison, disease, curses, and corruption.
ID: 29395^6
Channels the blood of Klar to cure your group of poison, disease, curses, and corruption.
ID: 29396^6
Channels the blood of Klar to cure your group of poison, disease, curses, and corruption.
ID: 29397^6
Hits your target's target with a searing frost, and grants the caster a healing twincast.
ID: 29398^6
Hits your target's target with a searing frost, and grants the caster a healing twincast.
ID: 29399^6
Hits your target's target with a searing frost, and grants the caster a healing twincast.
ID: 29400^6
By calling to the Pack of Hilnaah, your detrimental damaging spells will have a chance to summon a pack of wolves that will attack your target. These wolves will consume mana when they appear.
ID: 29401^6
By calling to the Pack of Hilnaah, your detrimental damaging spells will have a chance to summon a pack of wolves that will attack your target. These wolves will consume mana when they appear.
ID: 29402^6
By calling to the Pack of Hilnaah, your detrimental damaging spells will have a chance to summon a pack of wolves that will attack your target. These wolves will consume mana when they appear.
ID: 29403^6
Instant Duration.
ID: 29404^6
Instant Duration.
ID: 29405^6
Instant Duration.
ID: 29406^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 29407^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 29408^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 29409^6
Channels your spirit's energy to heal your target for up to @1, damaging yourself in the process.
ID: 29410^6
Channels your spirit's energy to heal your target for up to @1, damaging yourself in the process.
ID: 29411^6
Channels your spirit's energy to heal your target for up to @1, damaging yourself in the process.
ID: 29412^6
Drains up to @1 of your own health in order to heal another.
ID: 29413^6
Drains up to @1 of your own health in order to heal another.
ID: 29414^6
Drains up to @1 of your own health in order to heal another.
ID: 29415^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 29416^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 29417^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 29418^6
Conjures an idol at a location of your choosing that will inflict nearby enemies with a curse that will lower their fire, magic, poison, and ice resistances.
ID: 29419^6
Conjures an idol at a location of your choosing that will inflict nearby enemies with a curse that will lower their fire, magic, poison, and ice resistances.
ID: 29420^6
Conjures an idol at a location of your choosing that will inflict nearby enemies with a curse that will lower their fire, magic, poison, and ice resistances.
ID: 29421^6
Lowers cold, magic, poison, and fire resistances for %z.
ID: 29422^6
Lowers cold, magic, poison, and fire resistances for %z.
ID: 29423^6
Lowers cold, magic, poison, and fire resistances for %z.
ID: 29424^6
Fills your group with a preeminent foresight, mammoth's force, imperative focusing, and a spirit of resolve. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 29425^6
Fills your group with a preeminent foresight, mammoth's force, imperative focusing, and a spirit of resolve. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 29426^6
Fills your group with a preeminent foresight, mammoth's force, imperative focusing, and a spirit of resolve. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 29427^6
Protects you with a spiritual ward that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 29428^6
Protects you with a spiritual ward that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 29429^6
Protects you with a spiritual ward that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 29430^6
Heals #1 hit points every six seconds.
ID: 29431^6
Heals #1 hit points every six seconds.
ID: 29432^6
Heals #1 hit points every six seconds.
ID: 29445^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 29446^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 29447^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 29448^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 29449^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 29450^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 29451^6
Drains your target of life energy, siphoning up to @1 hit points.
ID: 29452^6
Drains your target of life energy, siphoning up to @1 hit points.
ID: 29453^6
Drains your target of life energy, siphoning up to @1 hit points.
ID: 29454^6
Consumes the life energy of your target, inflicting #1 damage and creating a physical orb. The energy stored in the orb can be used to heal your companions.
ID: 29455^6
Consumes the life energy of your target, inflicting #1 damage and creating a physical orb. The energy stored in the orb can be used to heal your companions.
ID: 29456^6
Consumes the life energy of your target, inflicting #1 damage and creating a physical orb. The energy stored in the orb can be used to heal your companions.
ID: 29457^6
Instant Duration.
ID: 29458^6
Heals your target with shadow energy for up to #1 hit points.
ID: 29459^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 29460^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 29461^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 29462^6
Causes your target's heartbeat to become irregular, lowering their strength and armor class, and doing between #4 and @4 damage every 6 seconds for %z.
ID: 29463^6
Causes your target's heartbeat to become irregular, lowering their strength and armor class, and doing between #4 and @4 damage every 6 seconds for %z.
ID: 29464^6
Causes your target's heartbeat to become irregular, lowering their strength and armor class, and doing between #4 and @4 damage every 6 seconds for %z.
ID: 29465^6
Fills your target's blood with a fast-acting poison, causing #1 damage every six seconds for %z. This poison will be less effective against particularly strong targets.
ID: 29466^6
Fills your target's blood with a fast-acting poison, causing #1 damage every six seconds for %z. This poison will be less effective against particularly strong targets.
ID: 29467^6
Fills your target's blood with a fast-acting poison, causing #1 damage every six seconds for %z. This poison will be less effective against particularly strong targets.
ID: 29468^6
Surrounds your body in the veil of Fal`Kaa, rendering you invulnerable for %z as well as healing you for #3.
ID: 29469^6
Surrounds your body in the veil of Fal`Kaa, rendering you invulnerable for %z as well as healing you for #3.
ID: 29470^6
Surrounds your body in the veil of Fal`Kaa, rendering you invulnerable for %z as well as healing you for #3.
ID: 29471^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 29472^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 29473^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 29474^6
Heals #6 hit points every six seconds.
ID: 29475^6
Heals #6 hit points every six seconds.
ID: 29476^6
Heals #6 hit points every six seconds.
ID: 29477^6
Infuses a corpse with a spirit of torment that will do your bidding. Consumes bone chips when cast.
ID: 29478^6
Places a frightening bonemeld fetish at your location. The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 29479^6
Places a frightening bonemeld fetish at your location. The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 29480^6
Places a frightening bonemeld fetish at your location. The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 29481^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 29482^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 29483^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 29484^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 29485^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 29486^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 29487^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 29488^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 29489^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 29490^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 29491^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 29492^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 29493^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed.
ID: 29494^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed.
ID: 29495^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed.
ID: 29496^6
Heals up to @1 points of damage.
ID: 29497^6
Heals up to @1 points of damage.
ID: 29498^6
Heals up to @1 points of damage.
ID: 29499^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 29500^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 29501^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 29502^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 29503^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 29504^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 29505^6
Inflicts a swift curse upon your target, causing #1 damage every six seconds for %z. This curse will be less effective against particularly strong targets.
ID: 29506^6
Inflicts a swift curse upon your target, causing #1 damage every six seconds for %z. This curse will be less effective against particularly strong targets.
ID: 29507^6
Inflicts a swift curse upon your target, causing #1 damage every six seconds for %z. This curse will be less effective against particularly strong targets.
ID: 29508^6
Sickens your target, lowering their resistance to poison and disease, while also increasing the damage they will take from disease-based spells for %z.
ID: 29509^6
Sickens your target, lowering their resistance to poison and disease, while also increasing the damage they will take from disease-based spells for %z.
ID: 29510^6
Sickens your target, lowering their resistance to poison and disease, while also increasing the damage they will take from disease-based spells for %z.
ID: 29511^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 29512^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 29513^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 29514^6
Changes the caster into an undead being for a short time, granting them the chance to drain life from their target when casting damaging spells.
ID: 29515^6
Changes the caster into an undead being for a short time, granting them the chance to drain life from their target when casting damaging spells.
ID: 29516^6
Changes the caster into an undead being for a short time, granting them the chance to drain life from their target when casting damaging spells.
ID: 29517^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 29518^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 29519^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 29520^6
Inflicts your target with chaotic corruption, applying Scent of Nightfall and either Mortification or Pyre of the Piq'a. There is a small chance that both effects will be triggered.
ID: 29521^6
Inflicts your target with chaotic corruption, applying Scent of Nightfall Rk. II and either Mortification Rk. II or Pyre of the Piq'a Rk. II. There is a small chance that both effects will be triggered.
ID: 29522^6
Inflicts your target with chaotic corruption, applying Scent of Nightfall Rk. III and either Mortification Rk. III or Pyre of the Piq'a Rk. III. There is a small chance that both effects will be triggered.
ID: 29523^6
Has a #1 percent chance to inflict Mortification and a #2 percent chance to inflict Pyre of the Piq'a on your target. There is a #3 percent chance that both effect will be applied.
ID: 29524^6
Has a #1 percent chance to inflict Mortification Rk. II and a #2 percent chance to inflict Pyre of the Piq'a Rk. II on your target. There is a #3 percent chance that both effect will be applied.
ID: 29525^6
Has a #1 percent chance to inflict Mortification Rk. III and a #2 percent chance to inflict Pyre of the Piq'a Rk. III on your target. There is a #3 percent chance that both effect will be applied.
ID: 29526^6
Inflicts both Mortification and Pyre of the Piq'a on your target.
ID: 29527^6
Inflicts both Mortification Rk. II and Pyre of the Piq'a Rk. II on your target.
ID: 29528^6
Inflicts both Mortification Rk. III and Pyre of the Piq'a Rk. III on your target.
ID: 29529^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1.
ID: 29530^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1.
ID: 29531^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1.
ID: 29532^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 29533^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 29534^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 29535^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 29536^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 29537^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 29538^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to level @1.
ID: 29539^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to level @1.
ID: 29540^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to level @1.
ID: 29541^6
Ignites your target in a flashblaze, dealing @1 damage every six seconds for %z. The fires will be less effective on particularly strong targets.
ID: 29542^6
Ignites your target in a flashblaze, dealing @1 damage every six seconds for %z. The fires will be less effective on particularly strong targets.
ID: 29543^6
Ignites your target in a flashblaze, dealing @1 damage every six seconds for %z. The fires will be less effective on particularly strong targets.
ID: 29544^6
Immolates your target in a blazing pyre causing #1 damage every six seconds for %z.
ID: 29545^6
Immolates your target in a blazing pyre causing #1 damage every six seconds for %z.
ID: 29546^6
Immolates your target in a blazing pyre causing #1 damage every six seconds for %z.
ID: 29547^6
Inflicts damage on any enemies within the area of the aura.
ID: 29548^6
Inflicts damage on any enemies within the area of the aura.
ID: 29549^6
Inflicts damage on any enemies within the area of the aura.
ID: 29550^6
Instant Duration.
ID: 29551^6
Instant Duration.
ID: 29552^6
Instant Duration.
ID: 29553^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 29554^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 29555^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 29556^6
You see the world from within shadow, slowly draining your hit points while regenerating your mana.
ID: 29557^6
You see the world from within shadow, slowly draining your hit points while regenerating your mana.
ID: 29558^6
You see the world from within shadow, slowly draining your hit points while regenerating your mana.
ID: 29559^6
Gives your target an infection of oozing boils, which can burst on an attacker.
ID: 29560^6
Gives your target an infection of oozing boils, which can burst on an attacker.
ID: 29561^6
Gives your target an infection of oozing boils, which can burst on an attacker.
ID: 29562^6
An oozing boil bursts, dealing #1 damage to an attacker.
ID: 29563^6
An oozing boil bursts, dealing #1 damage to an attacker.
ID: 29564^6
An oozing boil bursts, dealing #1 damage to an attacker.
ID: 29565^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 29566^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 29567^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 29568^6
Inflicts your target with a fast-acting disease, causing @2 damage every six seconds for %z. This disease will be less powerful against extremely strong opponents.
ID: 29569^6
Inflicts your target with a fast-acting disease, causing @2 damage every six seconds for %z. This disease will be less powerful against extremely strong opponents.
ID: 29570^6
Inflicts your target with a fast-acting disease, causing @2 damage every six seconds for %z. This disease will be less powerful against extremely strong opponents.
ID: 29571^6
You feign death, leaving a substitute in your place to continue attacking your target.
ID: 29572^6
You feign death, leaving a substitute in your place to continue attacking your target.
ID: 29573^6
You feign death, leaving a substitute in your place to continue attacking your target.
ID: 29574^6
Inflicts #1 points of poison damage on a target.
ID: 29575^6
Inflicts #1 points of poison damage on a target.
ID: 29576^6
Inflicts #1 points of poison damage on a target.
ID: 29577^6
Inflicts #1 points of fire damage on a target.
ID: 29578^6
Inflicts #1 points of fire damage on a target.
ID: 29579^6
Inflicts #1 points of fire damage on a target.
ID: 29580^6
Inflicts #1 points of disease damage on a target.
ID: 29581^6
Inflicts #1 points of disease damage on a target.
ID: 29582^6
Inflicts #1 points of disease damage on a target.
ID: 29583^6
Summons darkness to bind your target's feet, decreasing their movement rate and doing up to @1 damage every six seconds for %z.
ID: 29584^6
Summons darkness to bind your target's feet, decreasing their movement rate and doing up to @1 damage every six seconds for %z.
ID: 29585^6
Summons darkness to bind your target's feet, decreasing their movement rate and doing up to @1 damage every six seconds for %z.
ID: 29586^6
Inflicts #2 damage every six seconds. Drains up to #1 mana from your target every six seconds. For each point of mana drained, the target will take damage.
ID: 29587^6
Inflicts #2 damage every six seconds. Drains up to #1 mana from your target every six seconds. For each point of mana drained, the target will take damage.
ID: 29588^6
Inflicts #2 damage every six seconds. Drains up to #1 mana from your target every six seconds. For each point of mana drained, the target will take damage.
ID: 29589^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 29590^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 29591^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 29592^6
Increases mana by #7 every six seconds.
ID: 29593^6
Increases mana by #7 every six seconds.
ID: 29594^6
Increases mana by #7 every six seconds.
ID: 29595^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 29596^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 29597^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 29598^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 29599^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 29600^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 29601^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 29602^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 29603^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 29604^6
Calls a short-lived group of skeleton minions to fight for the caster.
ID: 29605^6
Calls a short-lived group of skeleton minions to fight for the caster.
ID: 29606^6
Calls a short-lived group of skeleton minions to fight for the caster.
ID: 29607^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 29608^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 29609^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 29610^6
Instant Duration.
ID: 29611^6
Increases the damage of duration damage spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 29612^6
Decreases the damage of duration damage spells by up to #1 percent.
ID: 29613^6
Gives your minion the ability to drain life via its melee attacks for a short period of time. When the effect fades your minion will damage all creatures around it.
ID: 29614^6
This spell targets the caster's pet and causes it to stun itself while blasting enemies in its radius.
ID: 29615^6
This spell targets the caster's pet and causes it to stun itself while blasting enemies in its radius.
ID: 29616^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 29617^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 29618^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 29619^6
Corrupts your target, draining #3 hit points every six seconds for %z and healing yourself.
ID: 29620^6
Corrupts your target, draining #3 hit points every six seconds for %z and healing yourself.
ID: 29621^6
Corrupts your target, draining #3 hit points every six seconds for %z and healing yourself.
ID: 29622^6
Heals you for #5 hit points every six seconds for %z.
ID: 29623^6
Heals you for #5 hit points every six seconds for %z.
ID: 29624^6
Heals you for #5 hit points every six seconds for %z.
ID: 29625^6
Raises an assassin from the grave to do your bidding. Consumes bone chips when cast.
ID: 29626^6
Burns the flesh from your target's bones, causing up to @1 damage, stunning them, and causing them to become undead for a brief period of time. This spell will stun creatures of up to level @3.
ID: 29627^6
Burns the flesh from your target's bones, causing up to @1 damage, stunning them, and causing them to become undead for a brief period of time. This spell will stun creatures of up to level @3.
ID: 29628^6
Burns the flesh from your target's bones, causing up to @1 damage, stunning them, and causing them to become undead for a brief period of time. This spell will stun creatures of up to level @3.
ID: 29629^6
Causes the affected creature to appear undead for %z.
ID: 29630^6
Inflicts necrotizing wounds on your target, causing up to @1 damage every six seconds for %z. If the wounds are not cured, they will multiply and deal more damage.
ID: 29631^6
Inflicts necrotizing wounds on your target, causing up to @1 damage every six seconds for %z. If the wounds are not cured, they will multiply and deal more damage.
ID: 29632^6
Inflicts necrotizing wounds on your target, causing up to @1 damage every six seconds for %z. If the wounds are not cured, they will multiply and deal more damage.
ID: 29633^6
Inflicts violent necrosis on your target, causing up to @1 damage every six seconds for %z.
ID: 29634^6
Inflicts violent necrosis on your target, causing up to @1 damage every six seconds for %z.
ID: 29635^6
Inflicts violent necrosis on your target, causing up to @1 damage every six seconds for %z.
ID: 29645^6
Surrounds your target in the aegis of Alra, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 29646^6
Surrounds your target in the aegis of Alra, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 29647^6
Surrounds your target in the aegis of Alra, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 29648^6
Shocks the mind of your target, causing them to forget some of their anger for you. This spell has a high chance to greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 29649^6
Shocks the mind of your target, causing them to forget some of their anger for you. This spell has a high chance to greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 29650^6
Shocks the mind of your target, causing them to forget some of their anger for you. This spell has a high chance to greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 29651^6
Has a #1 percent chance to cast Concussive Flame, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 29652^6
Has a #1 percent chance to cast Concussive Flame, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 29653^6
Has a #1 percent chance to cast Concussive Flame, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 29654^6
Reduces the hate generated by your next three fire-based spells.
ID: 29655^6
Reduces the hate generated by your next three ice-based spells.
ID: 29656^6
Reduces the hate generated by your next three magic-based spells.
ID: 29657^6
Calls forth a beam of solar energy that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 29658^6
Calls forth a beam of solar energy that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 29659^6
Calls forth a beam of solar energy that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 29660^6
Instant Duration.
ID: 29661^6
Inflicts #1 damage and blinds you.
ID: 29662^6
Surrounds your target in a vortex of fire, which deals #1 damage and makes them weaker to magical spells for a brief time.
ID: 29663^6
Surrounds your target in a vortex of fire, which deals #1 damage and makes them weaker to magical spells for a brief time.
ID: 29664^6
Surrounds your target in a vortex of fire, which deals #1 damage and makes them weaker to magical spells for a brief time.
ID: 29665^6
Causes magic-based spells to do more damage to this target.
ID: 29666^6
Covers your target in ice, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 29667^6
Covers your target in ice, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 29668^6
Covers your target in ice, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 29669^6
Huge drops of burning flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 29670^6
Huge drops of burning flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 29671^6
Huge drops of burning flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 29672^6
Stuns creatures around you up to level @2, and teleports you a short distance away.
ID: 29673^6
Stuns creatures around you up to level @2, and teleports you a short distance away.
ID: 29674^6
Stuns creatures around you up to level @2, and teleports you a short distance away.
ID: 29675^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic blaze or an abyssal claw, but can also manifest as a pure wildspark. Pure wildsparks are especially damaging and difficult to resist.
ID: 29676^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic blaze or an abyssal claw, but can also manifest as a pure wildspark. Pure wildsparks are especially damaging and difficult to resist.
ID: 29677^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic blaze or an abyssal claw, but can also manifest as a pure wildspark. Pure wildsparks are especially damaging and difficult to resist.
ID: 29678^6
Shatters a ball of ice upon your target, inflicting #1 damage initially and decreasing hate every six seconds.
ID: 29679^6
Shatters a ball of ice upon your target, inflicting #1 damage initially and decreasing hate every six seconds.
ID: 29680^6
Shatters a ball of ice upon your target, inflicting #1 damage initially and decreasing hate every six seconds.
ID: 29681^6
Decreases #3 hate every six seconds.
ID: 29682^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 29683^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 29684^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 29685^6
Instant Duration.
ID: 29686^6
Inflicts #1 damage every six seconds. Roots in place.
ID: 29687^6
Evokes a potent magical barrage to strike your target, inflicting up to @1 damage and stunning creatures up to level @2.
ID: 29688^6
Evokes a potent magical barrage to strike your target, inflicting up to @1 damage and stunning creatures up to level @2.
ID: 29689^6
Evokes a potent magical barrage to strike your target, inflicting up to @1 damage and stunning creatures up to level @2.
ID: 29690^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 29691^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 29692^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 29693^6
Consumes your target in a cascade of lightning, causing up to @1 damage.
ID: 29694^6
Consumes your target in a cascade of lightning, causing up to @1 damage.
ID: 29695^6
Consumes your target in a cascade of lightning, causing up to @1 damage.
ID: 29696^6
Surrounds you in flames, causing up to @1 damage to all nearby creatures.
ID: 29697^6
Surrounds you in flames, causing up to @1 damage to all nearby creatures.
ID: 29698^6
Surrounds you in flames, causing up to @1 damage to all nearby creatures.
ID: 29699^6
Absorbs up to #1 mana from your surroundings.
ID: 29700^6
Absorbs up to #1 mana from your surroundings.
ID: 29701^6
Absorbs up to #1 mana from your surroundings.
ID: 29702^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 29703^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 29704^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 29705^6
Instant Duration.
ID: 29706^6
Inflicts #1 damage and stuns you.
ID: 29707^6
Surrounds your target's feet in arcane shackles, slowing their movement speed and causing them to forget some of their accumulated hatred for you.
ID: 29708^6
Surrounds your target's feet in arcane shackles, slowing their movement speed and causing them to forget some of their accumulated hatred for you.
ID: 29709^6
Surrounds your target's feet in arcane shackles, slowing their movement speed and causing them to forget some of their accumulated hatred for you.
ID: 29710^6
Gives you a crystal skin that will absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 29711^6
Gives you a crystal skin that will absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 29712^6
Gives you a crystal skin that will absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 29713^6
Blistering flame consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 29714^6
Blistering flame consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 29715^6
Blistering flame consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 29716^6
Your target is frozen solid instantly, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 29717^6
Your target is frozen solid instantly, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 29718^6
Your target is frozen solid instantly, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 29719^6
Instant Duration.
ID: 29720^6
Instant Duration.
ID: 29721^6
Instant Duration.
ID: 29722^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 29723^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 29724^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 29725^6
Engulfs your target's body in an arcing helix of lightning, causing #1 damage.
ID: 29726^6
Engulfs your target's body in an arcing helix of lightning, causing #1 damage.
ID: 29727^6
Engulfs your target's body in an arcing helix of lightning, causing #1 damage.
ID: 29728^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 29729^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 29730^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 29731^6
Surrounds your target in a magical vortex, which deals #1 damage and makes them weaker to cold spells for a brief time.
ID: 29732^6
Surrounds your target in a magical vortex, which deals #1 damage and makes them weaker to cold spells for a brief time.
ID: 29733^6
Surrounds your target in a magical vortex, which deals #1 damage and makes them weaker to cold spells for a brief time.
ID: 29734^6
Causes cold-based spells to do more damage to this target.
ID: 29735^6
Calls forth dark tendrils that protect you from harm and have a chance to ensnare those that strike you. The tendrils can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 29736^6
Calls forth dark tendrils that protect you from harm and have a chance to ensnare those that strike you. The tendrils can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 29737^6
Calls forth dark tendrils that protect you from harm and have a chance to ensnare those that strike you. The tendrils can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 29738^6
Reduces movement rate.
ID: 29739^6
Reduces movement rate.
ID: 29740^6
Reduces movement rate.
ID: 29741^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 29742^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 29743^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 29744^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 29745^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 29746^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 29747^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 29748^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 29749^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 29750^6
A direct damage energy blast which reflects random effects back on the caster.
ID: 29751^6
A direct damage energy blast which reflects random effects back on the caster.
ID: 29752^6
A direct damage energy blast which reflects random effects back on the caster.
ID: 29753^6
Randomly reflects spell effects back to the caster.
ID: 29754^6
Randomly reflects spell effects back to the caster.
ID: 29755^6
Randomly reflects spell effects back to the caster.
ID: 29756^6
Increases the damage done by the next fire spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 29757^6
Increases the damage done by the next fire spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 29758^6
Increases the damage done by the next fire spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 29759^6
Increases the damage done by the next cold spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 29760^6
Increases the damage done by the next cold spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 29761^6
Increases the damage done by the next cold spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 29762^6
Increases the damage done by the next magic spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 29763^6
Increases the damage done by the next magic spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 29764^6
Increases the damage done by the next magic spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 29765^6
Increases the damage done by the next spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 29766^6
Increases the damage done by the next spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 29767^6
Increases the damage done by the next spell you cast. The energy of this spell will cause damage to the caster until it is expended.
ID: 29768^6
Refreshes the caster's spells, except for Twincast.
ID: 29769^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 29770^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 29771^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 29772^6
Your target is consumed by a flashflare, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 29773^6
Your target is consumed by a flashflare, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 29774^6
Your target is consumed by a flashflare, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 29775^6
Instant Duration.
ID: 29776^6
Instant Duration.
ID: 29777^6
Instant Duration.
ID: 29778^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 29779^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 29780^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 29781^6
Summons a cascade of icy crystals, causing #1 damage to your target.
ID: 29782^6
Summons a cascade of icy crystals, causing #1 damage to your target.
ID: 29783^6
Summons a cascade of icy crystals, causing #1 damage to your target.
ID: 29784^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 29785^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 29786^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 29787^6
An eruption of magma rains around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 29788^6
An eruption of magma rains around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 29789^6
An eruption of magma rains around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 29790^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 29791^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 29792^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 29793^6
Claws your target with cold, doing #1 damage.
ID: 29794^6
Claws your target with cold, doing #1 damage.
ID: 29795^6
Claws your target with cold, doing #1 damage.
ID: 29796^6
Ice rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 29797^6
Ice rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 29798^6
Ice rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 29799^6
Surrounds your target in a vortex of ice, which deals #1 damage and makes them weaker to fire spells for a brief time.
ID: 29800^6
Surrounds your target in a vortex of ice, which deals #1 damage and makes them weaker to fire spells for a brief time.
ID: 29801^6
Surrounds your target in a vortex of ice, which deals #1 damage and makes them weaker to fire spells for a brief time.
ID: 29802^6
Causes fire-based spells to do more damage to this target.
ID: 29803^6
Engulfs your target in Daevan's fire, causing #1 damage.
ID: 29804^6
Engulfs your target in Daevan's fire, causing #1 damage.
ID: 29805^6
Engulfs your target in Daevan's fire, causing #1 damage.
ID: 29806^6
Calls forth a maelstrom of magical power at your chosen location, dealing #1 damage to all creatures in the vicinity. There is a chance for each target in the area to be caught in a spiral of ice, fire, or magical damage.
ID: 29807^6
Calls forth a maelstrom of magical power at your chosen location, dealing #1 damage to all creatures in the vicinity. There is a chance for each target in the area to be caught in a spiral of ice, fire, or magical damage.
ID: 29808^6
Calls forth a maelstrom of magical power at your chosen location, dealing #1 damage to all creatures in the vicinity. There is a chance for each target in the area to be caught in a spiral of ice, fire, or magical damage.
ID: 29809^6
A fiery spiral deals #1 damage to its target.
ID: 29810^6
A fiery spiral deals #1 damage to its target.
ID: 29811^6
A fiery spiral deals #1 damage to its target.
ID: 29812^6
A magical spiral deals #1 damage to its target.
ID: 29813^6
A magical spiral deals #1 damage to its target.
ID: 29814^6
A magical spiral deals #1 damage to its target.
ID: 29815^6
An icy spiral deals #1 damage to its target.
ID: 29816^6
An icy spiral deals #1 damage to its target.
ID: 29817^6
An icy spiral deals #1 damage to its target.
ID: 29818^6
Blasts a target with pure wildsparks, dealing #1 damage.
ID: 29819^6
Blasts a target with pure wildsparks, dealing #1 damage.
ID: 29820^6
Blasts a target with pure wildsparks, dealing #1 damage.
ID: 29821^6
An area-effect spell which causes up to #2 damage to enemies around you but adds the risk of scorching your own body in return.
ID: 29822^6
An area-effect spell which causes up to #2 damage to enemies around you but adds the risk of scorching your own body in return.
ID: 29823^6
An area-effect spell which causes up to #2 damage to enemies around you but adds the risk of scorching your own body in return.
ID: 29824^6
Burns your body for #1 damage every six seconds for %z.
ID: 29825^6
Burns your body for #1 damage every six seconds for %z.
ID: 29826^6
Burns your body for #1 damage every six seconds for %z.
ID: 29827^6
Calls forth a splash of rhyolite at your chosen location, causing up to #1 damage to creatures in the area. This spell will do more damage the closer your targets are to you.
ID: 29828^6
Calls forth a splash of rhyolite at your chosen location, causing up to #1 damage to creatures in the area. This spell will do more damage the closer your targets are to you.
ID: 29829^6
Calls forth a splash of rhyolite at your chosen location, causing up to #1 damage to creatures in the area. This spell will do more damage the closer your targets are to you.
ID: 29830^6
Smashes your target with forceful energy, stunning them briefly and causing #1 damage.
ID: 29831^6
Smashes your target with forceful energy, stunning them briefly and causing #1 damage.
ID: 29832^6
Smashes your target with forceful energy, stunning them briefly and causing #1 damage.
ID: 29833^6
Weaves mana into a bolt of crackling energy, inflicting @1 damage. This weave has a chance to increase the effect of your next direct damage spell, but a smaller chance that the pattern will become unstable and weaken your spells for a brief period.
ID: 29834^6
Weaves mana into a bolt of crackling energy, inflicting @1 damage. This weave has a chance to increase the effect of your next direct damage spell, but a smaller chance that the pattern will become unstable and weaken your spells for a brief period.
ID: 29835^6
Weaves mana into a bolt of crackling energy, inflicting @1 damage. This weave has a chance to increase the effect of your next direct damage spell, but a smaller chance that the pattern will become unstable and weaken your spells for a brief period.
ID: 29836^6
Instant Duration.
ID: 29837^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 29838^6
Decreases the damage of direct damage spells by up to #1 percent.
ID: 29839^6
Opens a gate that transports you to Sarith, City of Tides.
ID: 29840^6
Opens a portal that transports your group to Sarith, City of Tides.
ID: 29841^6
Translocates your target to Sarith, City of Tides.
ID: 29842^6
Opens a gate that transports you to the Pillars of Alra.
ID: 29843^6
Opens a portal that transports your group to the Pillars of Alra.
ID: 29844^6
Translocates your target to the Pillars of Alra.
ID: 29848^6
Imbues your pet with the promise of a great heal in %z.
ID: 29849^6
Imbues your pet with the promise of a great heal in %z.
ID: 29850^6
Imbues your pet with the promise of a great heal in %z.
ID: 29851^6
Instant Duration.
ID: 29852^6
Instant Duration.
ID: 29853^6
Instant Duration.
ID: 29854^6
Burns your target with a bolt of molten steel, causing up to @1 damage.
ID: 29855^6
Burns your target with a bolt of molten steel, causing up to @1 damage.
ID: 29856^6
Burns your target with a bolt of molten steel, causing up to @1 damage.
ID: 29857^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 29858^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 29859^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 29860^6
Constructs the very essence of air into a living form to aid you in battle.
ID: 29861^6
Covers your target in a thin layer of embers, damaging any creatures that strike them.
ID: 29862^6
Covers your target in a thin layer of embers, damaging any creatures that strike them.
ID: 29863^6
Covers your target in a thin layer of embers, damaging any creatures that strike them.
ID: 29864^6
Creates a Sphere of Air in your target's hands.
ID: 29866^6
Grants your target a pack filled with armor for summoned companions.
ID: 29867^6
Opens a pack of armor for a summoned companion.
ID: 29868^6
Grants your target a full set of focus jewelry in a satchel.
ID: 29869^6
Opens a pack of summoned focus jewelry.
ID: 29870^6
Strikes your target in the face with flying sand, dealing #1 damage.
ID: 29871^6
Strikes your target in the face with flying sand, dealing #1 damage.
ID: 29872^6
Strikes your target in the face with flying sand, dealing #1 damage.
ID: 29873^6
Calls forth a beam of molten steel that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 29874^6
Calls forth a beam of molten steel that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 29875^6
Calls forth a beam of molten steel that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 29876^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 29877^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 29878^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 29879^6
Covers you in a cognitive shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 29880^6
Covers you in a cognitive shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 29881^6
Covers you in a cognitive shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 29882^6
Constructs the very essence of water into a living form to aid you in battle.
ID: 29883^6
Creates a folded Quiver of Kalkek in your target's hands.
ID: 29884^6
Opens a quiver full of arrows.
ID: 29885^6
Conjures molten steel to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 29886^6
Conjures molten steel to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 29887^6
Conjures molten steel to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 29888^6
Conjures a shock of Argathian steel that assaults your target, causing up to @1 damage.
ID: 29889^6
Conjures a shock of Argathian steel that assaults your target, causing up to @1 damage.
ID: 29890^6
Conjures a shock of Argathian steel that assaults your target, causing up to @1 damage.
ID: 29891^6
Conjures a splash of molten steel at your chosen location, causing up to @1 damage to creatures in the vicinity.
ID: 29892^6
Conjures a splash of molten steel at your chosen location, causing up to @1 damage to creatures in the vicinity.
ID: 29893^6
Conjures a splash of molten steel at your chosen location, causing up to @1 damage to creatures in the vicinity.
ID: 29894^6
Summons a Wand of Arcane Transvergence, an item that has the power to turn life energy into mana.
ID: 29895^6
Summons a Wand of Arcane Transvergence, an item that has the power to turn life energy into mana.
ID: 29896^6
Summons a Wand of Arcane Transvergence, an item that has the power to turn life energy into mana.
ID: 29897^6
Causes you to experience an arcane transvergence, turning #1 health into #2 mana.
ID: 29898^6
Summons a beam of razors that fly in front of the caster, inflicting #1 damage to up to 12 enemies within the area of effect.
ID: 29899^6
Summons a beam of razors that fly in front of the caster, inflicting #1 damage to up to 12 enemies within the area of effect.
ID: 29900^6
Summons a beam of razors that fly in front of the caster, inflicting #1 damage to up to 12 enemies within the area of effect.
ID: 29901^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 29902^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 29903^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 29904^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 29905^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 29906^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 29907^6
Constructs the very essence of fire into a living form to aid you in battle.
ID: 29908^6
Grants your target a pack filled with weapons for summoned creatures.
ID: 29909^6
Opens your pack of weapons.
ID: 29910^6
Wind engulfs your target, decreasing hit points by #1.
ID: 29911^6
Fire engulfs your target, decreasing hit points by #1.
ID: 29912^6
Ice engulfs your target, decreasing hit points by #1.
ID: 29913^6
Increases your target's hatred toward you by #1 percent.
ID: 29914^6
Decreases your target's hatred of you by #1 percent.
ID: 29915^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 29916^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 29917^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 29918^6
Creates an artifact which will summon an exigent servant.
ID: 29919^6
Creates an artifact which will summon an exigent servant.
ID: 29920^6
Creates an artifact which will summon an exigent servant.
ID: 29921^6
Unleashes an exigent servant who will attack your target for up to @1 seconds.
ID: 29922^6
Unleashes an exigent servant who will attack your target for up to @1 seconds.
ID: 29923^6
Unleashes an exigent servant who will attack your target for up to @1 seconds.
ID: 29924^6
Allows your pet to adopt a grounded stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 29925^6
Allows your pet to adopt a grounded stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 29926^6
Allows your pet to adopt a grounded stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 29927^6
Constructs the very essence of earth into a living form to aid you in battle.
ID: 29928^6
Cloaks your target in a molten veil. Flames will frequently lash out at attacking creatures, causing moderate damage.
ID: 29929^6
Cloaks your target in a molten veil. Flames will frequently lash out at attacking creatures, causing moderate damage.
ID: 29930^6
Cloaks your target in a molten veil. Flames will frequently lash out at attacking creatures, causing moderate damage.
ID: 29931^6
Burns your attacker for #1 damage.
ID: 29932^6
Burns your attacker for #1 damage.
ID: 29933^6
Burns your attacker for #1 damage.
ID: 29934^6
Allows the chance to heal all pets in your area when you cast direct damage spells up to level #6.
ID: 29935^6
Allows the chance to heal all pets in your area when you cast direct damage spells up to level #6.
ID: 29936^6
Allows the chance to heal all pets in your area when you cast direct damage spells up to level #6.
ID: 29937^6
Restores health to all pets in the area, healing between #1 and @1 damage.
ID: 29938^6
Restores health to all pets in the area, healing between #1 and @1 damage.
ID: 29939^6
Restores health to all pets in the area, healing between #1 and @1 damage.
ID: 29940^6
Covers your nearby group members in a thin layer of embers, damaging any creatures that strike them.
ID: 29941^6
Covers your nearby group members in a thin layer of embers, damaging any creatures that strike them.
ID: 29942^6
Covers your nearby group members in a thin layer of embers, damaging any creatures that strike them.
ID: 29943^6
Cloaks your pet in an iceflame ward, which will damage any creature that strikes your pet and grant it a chance to damage enemies in melee with an iceflame attack. This attack will reflect a prismatic ward, protecting your pet from up to two strikes.
ID: 29944^6
Cloaks your pet in an iceflame ward, which will damage any creature that strikes your pet and grant it a chance to damage enemies in melee with an iceflame attack. This attack will reflect a prismatic ward, protecting your pet from up to two strikes.
ID: 29945^6
Cloaks your pet in an iceflame ward, which will damage any creature that strikes your pet and grant it a chance to damage enemies in melee with an iceflame attack. This attack will reflect a prismatic ward, protecting your pet from up to two strikes.
ID: 29946^6
Deals #1 damage to its target and reflects a prismatic ward on the caster.
ID: 29947^6
Deals #1 damage to its target and reflects a prismatic ward on the caster.
ID: 29948^6
Deals #1 damage to its target and reflects a prismatic ward on the caster.
ID: 29949^6
Summons a sliver of glacial ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 29950^6
Summons a sliver of glacial ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 29951^6
Summons a sliver of glacial ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 29952^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 29953^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 29954^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 29955^6
Creates a rain of razors that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 29956^6
Creates a rain of razors that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 29957^6
Creates a rain of razors that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 29958^6
Creates a circle of scalding winds around you, causing @1 damage to all nearby creatures.
ID: 29959^6
Creates a circle of scalding winds around you, causing @1 damage to all nearby creatures.
ID: 29960^6
Creates a circle of scalding winds around you, causing @1 damage to all nearby creatures.
ID: 29961^6
Summons an orb of blazing energy in to your hands. The energy in this orb can be used to strike out at your opponents with fire.
ID: 29962^6
Fires a jet of magma at your target, doing #1 damage.
ID: 29963^6
Strikes your target with focused elemental fire, causing @1 damage. This fire has the chance to greatly increase the damage of your next direct damage spell, or a lower chance to cause your direct damage spells to be weaker for a brief period.
ID: 29964^6
Strikes your target with focused elemental fire, causing @1 damage. This fire has the chance to greatly increase the damage of your next direct damage spell, or a lower chance to cause your direct damage spells to be weaker for a brief period.
ID: 29965^6
Strikes your target with focused elemental fire, causing @1 damage. This fire has the chance to greatly increase the damage of your next direct damage spell, or a lower chance to cause your direct damage spells to be weaker for a brief period.
ID: 29966^6
Conjures energy from the planar connections surrounding you, converting it into mental energy.
ID: 29967^6
Conjures energy from the planar connections surrounding you, converting it into mental energy.
ID: 29968^6
Conjures energy from the planar connections surrounding you, converting it into mental energy.
ID: 29969^6
Places a rod of arcane transvergence in the hands of all nearby allies.
ID: 29970^6
Places a rod of arcane transvergence in the hands of all nearby allies.
ID: 29971^6
Places a rod of arcane transvergence in the hands of all nearby allies.
ID: 29972^6
Summons a ruthless elemental servant that will relentlessly attack your target for @1 seconds.
ID: 29973^6
Summons a ruthless elemental servant that will relentlessly attack your target for @1 seconds.
ID: 29974^6
Summons a ruthless elemental servant that will relentlessly attack your target for @1 seconds.
ID: 29975^6
Strikes your target with a spear of molten steel, dealing @1 points of damage.
ID: 29976^6
Strikes your target with a spear of molten steel, dealing @1 points of damage.
ID: 29977^6
Strikes your target with a spear of molten steel, dealing @1 points of damage.
ID: 29978^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 29979^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 29980^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 29981^6
Increases mana by #7 every six seconds.
ID: 29982^6
Increases mana by #7 every six seconds.
ID: 29983^6
Increases mana by #7 every six seconds.
ID: 29984^6
Creates an artifact which will summon an exigent minion.
ID: 29985^6
Creates an artifact which will summon an exigent minion.
ID: 29986^6
Creates an artifact which will summon an exigent minion.
ID: 29987^6
Unleashes an exigent minion who will attack your target for up to @1 seconds.
ID: 29988^6
Unleashes an exigent minion who will attack your target for up to @1 seconds.
ID: 29989^6
Unleashes an exigent minion who will attack your target for up to @1 seconds.
ID: 29990^6
A short-duration damage shield and spell feedback effect.
ID: 29991^6
A short-duration damage shield and spell feedback effect.
ID: 29992^6
A short-duration damage shield and spell feedback effect.
ID: 29993^6
Calls upon an earthen elemental bodyguard that will occasionally appear to protect you when you are struck in melee combat.
ID: 29994^6
Calls upon an earthen elemental bodyguard that will occasionally appear to protect you when you are struck in melee combat.
ID: 29995^6
Calls upon an earthen elemental bodyguard that will occasionally appear to protect you when you are struck in melee combat.
ID: 29996^6
Instant Duration.
ID: 29997^6
Instant Duration.
ID: 29998^6
Instant Duration.
ID: 29999^6
Surrounds your target in a burning shield that causes damage to anything that strikes them for a short time. When they have been struck by melee ten times the shield will inflict greater damage, and again after fifteen more melee strikes.
ID: 30000^6
Surrounds your target in a burning shield that causes damage to anything that strikes them for a short time. When they have been struck by melee ten times the shield will inflict greater damage, and again after fifteen more melee strikes.
ID: 30001^6
Surrounds your target in a burning shield that causes damage to anything that strikes them for a short time. When they have been struck by melee ten times the shield will inflict greater damage, and again after fifteen more melee strikes.
ID: 30002^6
Inflicts #12 damage to any creature that strikes you in melee.
ID: 30003^6
Inflicts #12 damage to any creature that strikes you in melee.
ID: 30004^6
Inflicts #12 damage to any creature that strikes you in melee.
ID: 30005^6
Inflicts #12 damage to any creature that strikes you in melee.
ID: 30006^6
Inflicts #12 damage to any creature that strikes you in melee.
ID: 30007^6
Inflicts #12 damage to any creature that strikes you in melee.
ID: 30008^6
Strikes a target with earthen blades, dealing #1 damage to them.
ID: 30009^6
Strikes a target with earthen blades, dealing #1 damage to them.
ID: 30010^6
Strikes a target with earthen blades, dealing #1 damage to them.
ID: 30011^6
Strikes a target with fiery blades, dealing #1 damage to them.
ID: 30012^6
Strikes a target with fiery blades, dealing #1 damage to them.
ID: 30013^6
Strikes a target with fiery blades, dealing #1 damage to them.
ID: 30017^6
Distracts your opponent with a flash of light, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist, but can only be invoked after a rest interval.
ID: 30018^6
Distracts your opponent with a flash of light, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist, but can only be invoked after a rest interval.
ID: 30019^6
Distracts your opponent with a flash of light, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist, but can only be invoked after a rest interval.
ID: 30020^6
Chromatic flames jab your opponent, dealing #1 damage.
ID: 30021^6
Chromatic flames jab your opponent, dealing #1 damage.
ID: 30022^6
Chromatic flames jab your opponent, dealing #1 damage.
ID: 30023^6
Changes your form to that of a ripclaw raptor.
ID: 30024^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 30025^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 30026^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 30027^6
Covers your target in shimmering runes, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 30028^6
Covers your target in shimmering runes, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 30029^6
Covers your target in shimmering runes, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 30030^6
Covers you in runes that absorb damage.
ID: 30031^6
Covers you in runes that absorb damage.
ID: 30032^6
Covers you in runes that absorb damage.
ID: 30033^6
Fills your target with energy, increasing their attack speed, agility, dexterity, and attack rating.
ID: 30034^6
Fills your target with energy, increasing their attack speed, agility, dexterity, and attack rating.
ID: 30035^6
Fills your target with energy, increasing their attack speed, agility, dexterity, and attack rating.
ID: 30036^6
Shatters your target's consciousness, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 30037^6
Shatters your target's consciousness, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 30038^6
Shatters your target's consciousness, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 30039^6
Causes your opponent to become misled for up to %z. This spell works on creatures up to level @1.
ID: 30040^6
Causes your opponent to become misled for up to %z. This spell works on creatures up to level @1.
ID: 30041^6
Causes your opponent to become misled for up to %z. This spell works on creatures up to level @1.
ID: 30042^6
Increases your companions' mana and endurance regeneration as long as they stay inside the area of the aura.
ID: 30043^6
Increases your companions' mana and endurance regeneration as long as they stay inside the area of the aura.
ID: 30044^6
Increases your companions' mana and endurance regeneration as long as they stay inside the area of the aura.
ID: 30045^6
Adds #11 mana and #12 endurance every six seconds as long as you stay in the area of the aura.
ID: 30046^6
Adds #11 mana and #12 endurance every six seconds as long as you stay in the area of the aura.
ID: 30047^6
Adds #11 mana and #12 endurance every six seconds as long as you stay in the area of the aura.
ID: 30048^6
Increases your companions' mana and endurance regeneration as long as they within range of your echo.
ID: 30049^6
Increases your companions' mana and endurance regeneration as long as they within range of your echo.
ID: 30050^1
Hero's Vitality
ID: 30050^4
Increases your maximum hit points, mana, endurance as well as how far below zero your hit points can fall before you die by 25 points per rank.
ID: 30050^6
Increases your companions' mana and endurance regeneration as long as they within range of your echo.
ID: 30051^6
Adds #11 mana and #12 endurance every six seconds as long as you stay within range of the echo.
ID: 30052^6
Adds #11 mana and #12 endurance every six seconds as long as you stay within range of the echo.
ID: 30053^6
Adds #11 mana and #12 endurance every six seconds as long as you stay within range of the echo.
ID: 30054^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 30055^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 30056^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 30057^6
Causes colors in the area around the area you select to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 30058^6
Causes colors in the area around the area you select to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 30059^6
Causes colors in the area around the area you select to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 30060^6
Multicolored flames burst into your target's mind, dealing #1 damage.
ID: 30061^6
Multicolored flames burst into your target's mind, dealing #1 damage.
ID: 30062^6
Multicolored flames burst into your target's mind, dealing #1 damage.
ID: 30063^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance while also increasing the damage they will take from chromatic-based spells for %z.
ID: 30064^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 30065^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 30066^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1.
ID: 30067^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1.
ID: 30068^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1.
ID: 30069^6
Decreases the likelihood of charm breaking for any enemies within the area of the aura.
ID: 30070^6
Decreases the likelihood of charm breaking for any enemies within the area of the aura.
ID: 30071^6
Decreases the likelihood of charm breaking for any enemies within the area of the aura.
ID: 30072^6
Decreases the likelihood of charm breaking.
ID: 30073^6
Decreases the likelihood of charm breaking.
ID: 30074^6
Decreases the likelihood of charm breaking.
ID: 30075^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 30076^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 30077^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 30078^6
Absorbs #6 incoming melee damage.
ID: 30079^6
Absorbs #6 incoming melee damage.
ID: 30080^6
Absorbs #6 incoming melee damage.
ID: 30081^6
Places the aegis of Solidal on your target. The aegis absorbs up to @1 points of magical damage before dissipating. Consumes a peridot when cast.
ID: 30082^6
Places the aegis of Solidal on your target. The aegis absorbs up to @1 points of magical damage before dissipating. Consumes a peridot when cast.
ID: 30083^6
Places the aegis of Solidal on your target. The aegis absorbs up to @1 points of magical damage before dissipating. Consumes a peridot when cast.
ID: 30084^6
Places an aura at a location you choose. This aura decreases the awareness of enemies as long as they remain nearby.
ID: 30085^6
Places an aura at a location you choose. This aura decreases the awareness of enemies as long as they remain nearby.
ID: 30086^6
Places an aura at a location you choose. This aura decreases the awareness of enemies as long as they remain nearby.
ID: 30087^6
Reduces the awareness of enemies within range of the aura.
ID: 30088^6
Reduces the awareness of enemies within range of the aura.
ID: 30089^6
Reduces the awareness of enemies within range of the aura.
ID: 30090^6
A mind-weakening spell which leaves the subject confused, and gives the caster a twincast effect for direct damage spells.
ID: 30091^6
A mind-weakening spell which leaves the subject confused, and gives the caster a twincast effect for direct damage spells.
ID: 30092^6
A mind-weakening spell which leaves the subject confused, and gives the caster a twincast effect for direct damage spells.
ID: 30093^6
Gives the caster a twincast for destructive direct damage spells up to level #7.
ID: 30094^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 30095^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 30096^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 30097^6
Curtails your target's abilities, decreasing their agility, dexterity, strength, armor class, and ability to dual wield while slowing their attack speed for %z.
ID: 30098^6
Curtails your target's abilities, decreasing their agility, dexterity, strength, armor class, and ability to dual wield while slowing their attack speed for %z.
ID: 30099^6
Curtails your target's abilities, decreasing their agility, dexterity, strength, armor class, and ability to dual wield while slowing their attack speed for %z.
ID: 30100^1
Hero's Fortitude
ID: 30100^4
Increases your armor class, attack power and the maximum amount of attack you can gain from items by 10 points per rank.
ID: 30100^6
Gives your target special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 30101^6
Gives your target special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 30102^6
Gives your target special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 30103^6
Changes your form to that of a Swinetor Deadraiser.
ID: 30104^6
Places an aura of repercussive mana upon your target. The mana will enhance damaging spells, allowing your target to inflict additional damage via a mana repercussion strike. These strikes have a 10 percent chance to strike the target repeatedly.
ID: 30105^6
Places an aura of repercussive mana upon your target. The mana will enhance damaging spells, allowing your target to inflict additional damage via a mana repercussion strike. These strikes have a 10 percent chance to strike the target repeatedly.
ID: 30106^6
Places an aura of repercussive mana upon your target. The mana will enhance damaging spells, allowing your target to inflict additional damage via a mana repercussion strike. These strikes have a 10 percent chance to strike the target repeatedly.
ID: 30107^6
Strikes your target with repercussive mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 30108^6
Strikes your target with repercussive mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 30109^6
Strikes your target with repercussive mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 30110^6
Strikes your target with repercussive mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 30111^6
Strikes your target with repercussive mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 30112^6
Strikes your target with repercussive mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 30113^6
Strikes your target with repercussive mana, causing #1 damage.
ID: 30114^6
Strikes your target with repercussive mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 30115^6
Strikes your target with repercussive mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 30116^6
Strikes your target with repercussive mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 30117^6
Strikes your target with repercussive mana, causing #1 damage.
ID: 30118^6
Strikes your target with repercussive mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 30119^6
Strikes your target with repercussive mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 30120^6
Strikes your target with repercussive mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 30121^6
Strikes your target with repercussive mana, causing #1 damage.
ID: 30122^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a #2 percent chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 30123^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a #2 percent chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 30124^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a #2 percent chance that each creature will become drowsy and fight more slowly. The spell works on creatures up to level @1.
ID: 30125^6
Reduces attack speed and has a chance to cause the target to forget their enemies.
ID: 30126^6
Reduces attack speed and has a chance to cause the target to forget their enemies.
ID: 30127^6
Reduces attack speed and has a chance to cause the target to forget their enemies.
ID: 30128^6
Strikes your target with a chaotic burst of light and mental energy, causing up to @1 damage.
ID: 30129^6
Strikes your target with a chaotic burst of light and mental energy, causing up to @1 damage.
ID: 30130^6
Strikes your target with a chaotic burst of light and mental energy, causing up to @1 damage.
ID: 30131^6
Absorbs @2 incoming melee damage. A secondary effect will increase the hatred you generate.
ID: 30132^6
Absorbs @2 incoming melee damage. A secondary effect will increase the hatred you generate.
ID: 30133^6
Absorbs @2 incoming melee damage. A secondary effect will increase the hatred you generate.
ID: 30134^6
Increases the hatred your actions generate by #1 percent for %z.
ID: 30135^6
Increases the hatred your actions generate by #1 percent for %z.
ID: 30136^6
Increases the hatred your actions generate by #1 percent for %z.
ID: 30137^6
Chokes your target, dealing #1 damage initially and up to @5 damage every six seconds while reducing their magic resistance and accuracy for %z.
ID: 30138^6
Chokes your target, dealing #1 damage initially and up to @5 damage every six seconds while reducing their magic resistance and accuracy for %z.
ID: 30139^6
Chokes your target, dealing #1 damage initially and up to @5 damage every six seconds while reducing their magic resistance and accuracy for %z.
ID: 30140^6
Fills your body with warm power and turns your skin to stone. This skin absorbs up to @2 points of damage.
ID: 30141^6
Fills your body with warm power and turns your skin to stone. This skin absorbs up to @2 points of damage.
ID: 30142^6
Fills your body with warm power and turns your skin to stone. This skin absorbs up to @2 points of damage.
ID: 30143^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 30144^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 30145^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 30146^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 30147^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 30148^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 30149^6
Decreases the likelihood of charm breaking for any enemies within the area of the echo. This echo will not move with its owner.
ID: 30150^1
Hero's Resolution
ID: 30150^4
Increases your base statistics and the maximum that your base statistics can be increased by items and spells by 5 points per rank. Additionally this ability increases your natural hit point, mana and endurance regeneration and the maximum that your hit point and mana regeneration can be increased by items by 2 points per rank.
ID: 30150^6
Decreases the likelihood of charm breaking for any enemies within the area of the echo. This echo will not move with its owner.
ID: 30151^6
Decreases the likelihood of charm breaking for any enemies within the area of the echo. This echo will not move with its owner.
ID: 30152^6
Decreases the likelihood of charm breaking.
ID: 30153^6
Decreases the likelihood of charm breaking.
ID: 30154^6
Decreases the likelihood of charm breaking.
ID: 30155^6
Places the will of Tonmek on your group, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 30156^6
Places the will of Tonmek on your group, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 30157^6
Places the will of Tonmek on your group, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 30164^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 30165^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 30166^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 30167^6
Covers your group in protective runes that will absorb up to #1 incoming damage. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 30168^6
Covers your group in protective runes that will absorb up to #1 incoming damage. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 30169^6
Covers your group in protective runes that will absorb up to #1 incoming damage. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 30170^6
Any creature struck by this spell will lose hatred for their target.
ID: 30171^6
Any creature struck by this spell will lose hatred for their target.
ID: 30172^6
Any creature struck by this spell will lose hatred for their target.
ID: 30173^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 30174^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 30175^1
Journeyman's Speed
ID: 30175^4
This ability will further increase your base run speed. This modification does NOT stack with movement rate spell effects.
ID: 30175^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 30176^6
Changes your form to that of a Revenant of Thelasa.
ID: 30177^6
Pulses a mana repercussion effect onto your companions, as long as they stay inside the area of the aura.
ID: 30178^6
Pulses a mana repercussion effect onto your companions, as long as they stay inside the area of the aura.
ID: 30179^6
Pulses a mana repercussion effect onto your companions, as long as they stay inside the area of the aura.
ID: 30180^1
Journeyman's Speed
ID: 30180^4
This passive ability decreases the time required between uses of Lyre Leap by 1 second per rank.
ID: 30180^6
Direct damage spells will inflict additional damage in the form of a mana repercussion strike. Mana repercussion strikes generate little to no anger.
ID: 30181^6
Direct damage spells will inflict additional damage in the form of a mana repercussion strike. Mana repercussion strikes generate little to no anger.
ID: 30182^6
Direct damage spells will inflict additional damage in the form of a mana repercussion strike. Mana repercussion strikes generate little to no anger.
ID: 30183^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The strangulation effect steals up to #2 mana from your target and uses it to restore your own.
ID: 30184^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The strangulation effect steals up to #2 mana from your target and uses it to restore your own.
ID: 30185^1
Journeyman's Speed
ID: 30185^4
This passive ability decreases the time required between uses of Neshika's Blink by 1 second per rank.
ID: 30185^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The strangulation effect steals up to #2 mana from your target and uses it to restore your own.
ID: 30186^6
Increases mana by #7 every six seconds.
ID: 30187^6
Increases mana by #7 every six seconds.
ID: 30188^6
Increases mana by #7 every six seconds.
ID: 30189^6
Cleaves your target's mind with a blade of pure light, dealing up to @1 damage.
ID: 30190^1
Journeyman's Speed
ID: 30190^4
This passive ability decreases the time required between uses of a future leap ability by 1 second per rank.
ID: 30190^6
Cleaves your target's mind with a blade of pure light, dealing up to @1 damage.
ID: 30191^6
Cleaves your target's mind with a blade of pure light, dealing up to @1 damage.
ID: 30192^6
Projects a hypnotic stare which mesmerizes enemies surrounding a location of your choosing. Each target has a #2 percent chance to forget its hatred of its enemies.
ID: 30193^6
Projects a hypnotic stare which mesmerizes enemies surrounding a location of your choosing. Each target has a #2 percent chance to forget its hatred of its enemies.
ID: 30194^6
Projects a hypnotic stare which mesmerizes enemies surrounding a location of your choosing. Each target has a #2 percent chance to forget its hatred of its enemies.
ID: 30195^1
Trophy Collector
ID: 30195^4
This passive ability grants you the ability to activate one additional trophy per rank.
ID: 30195^6
Has a chance to cause its target to forget its enemies.
ID: 30196^6
Places a multi-colored, shifting pattern of runes around you that absorbs #1 points of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 30197^6
Places a multi-colored, shifting pattern of runes around you that absorbs #1 points of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 30198^6
Places a multi-colored, shifting pattern of runes around you that absorbs #1 points of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 30199^6
Stuns targets of up to level @1.
ID: 30200^6
Stuns targets of up to level @1.
ID: 30201^6
Stuns targets of up to level @1.
ID: 30202^6
Grants you the benefits of both a Polyarcanic and an Arcanaward's Rune.
ID: 30203^6
Grants you the benefits of both a Polyarcanic and an Arcanaward's Rune.
ID: 30204^6
Grants you the benefits of both a Polyarcanic and an Arcanaward's Rune.
ID: 30205^6
Infiltrates your target's mind with compelling whispers, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1. There is a chance for this spell to stun its target when it wears off.
ID: 30206^6
Infiltrates your target's mind with compelling whispers, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1. There is a chance for this spell to stun its target when it wears off.
ID: 30207^6
Infiltrates your target's mind with compelling whispers, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1. There is a chance for this spell to stun its target when it wears off.
ID: 30208^6
Has a #1 chance to cast a stun spell.
ID: 30209^6
Has a #1 chance to cast a stun spell.
ID: 30210^6
Has a #1 chance to cast a stun spell.
ID: 30211^6
Stuns targets of up to level @1.
ID: 30212^6
Stuns targets of up to level @1.
ID: 30213^6
Stuns targets of up to level @1.
ID: 30214^6
Drains up to #1 mana from your target. For each point of mana drained, the target will take damage.
ID: 30215^6
Drains up to #1 mana from your target. For each point of mana drained, the target will take damage.
ID: 30216^6
Drains up to #1 mana from your target. For each point of mana drained, the target will take damage.
ID: 30217^6
Gives your group special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 30218^6
Gives your group special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 30219^6
Gives your group special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 30220^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 30221^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 30222^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 30223^6
Mesmerizes creatures of up to level @1.
ID: 30224^6
Mesmerizes creatures of up to level @1.
ID: 30225^6
Mesmerizes creatures of up to level @1.
ID: 30226^6
Pulses a mana repercussion effect onto your companions, as long as they stay inside the area of the aura.
ID: 30227^6
Pulses a mana repercussion effect onto your companions, as long as they stay inside the area of the aura.
ID: 30228^6
Pulses a mana repercussion effect onto your companions, as long as they stay inside the area of the aura.
ID: 30238^6
Increases the melee damage and accuracy of both you and your warder.
ID: 30239^6
Increases the melee damage and accuracy of both you and your warder.
ID: 30240^6
Increases the melee damage and accuracy of both you and your warder.
ID: 30241^6
Increases your accuracy and the damage you do with melee attacks.
ID: 30242^6
Increases your accuracy and the damage you do with melee attacks.
ID: 30243^6
Increases your accuracy and the damage you do with melee attacks.
ID: 30244^6
Increases your warder's accuracy and the damage it does with melee attacks.
ID: 30245^6
Increases your warder's accuracy and the damage it does with melee attacks.
ID: 30246^6
Increases your warder's accuracy and the damage it does with melee attacks.
ID: 30247^6
This spell will cause some of your conquests' life to be stored by your warder when you slay creatures. The chances will decrease if you slay creatures below level @1.
ID: 30248^6
This spell will cause some of your conquests' life to be stored by your warder when you slay creatures. The chances will decrease if you slay creatures below level @1.
ID: 30249^6
This spell will cause some of your conquests' life to be stored by your warder when you slay creatures. The chances will decrease if you slay creatures below level @1.
ID: 30250^6
Heals you for @1 hit points every six seconds for %z.
ID: 30251^6
Heals you for @1 hit points every six seconds for %z.
ID: 30252^6
Heals you for @1 hit points every six seconds for %z.
ID: 30253^6
Imbues your group with the focus of Klar, providing increased strength, dexterity, and hit points for %z.
ID: 30254^6
Imbues your group with the focus of Klar, providing increased strength, dexterity, and hit points for %z.
ID: 30255^6
Imbues your group with the focus of Klar, providing increased strength, dexterity, and hit points for %z.
ID: 30256^6
Increases your warder's accuracy and the damage it does with melee attacks, at the cost of its maximum health and armor class.
ID: 30257^6
Increases your warder's accuracy and the damage it does with melee attacks, at the cost of its maximum health and armor class.
ID: 30258^6
Increases your warder's accuracy and the damage it does with melee attacks, at the cost of its maximum health and armor class.
ID: 30259^6
Increases your warder's maximum health, mitigation, and armor class at the cost of accuracy.
ID: 30260^6
Increases your warder's maximum health, mitigation, and armor class at the cost of accuracy.
ID: 30261^6
Increases your warder's maximum health, mitigation, and armor class at the cost of accuracy.
ID: 30262^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption. This spell will grant additional healing to warders that are severely injured.
ID: 30263^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption. This spell will grant additional healing to warders that are severely injured.
ID: 30264^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption. This spell will grant additional healing to warders that are severely injured.
ID: 30265^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 30266^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 30267^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 30268^6
Fills your target with brutal ferocity, increasing their triple attack chance, standard resistances, attack rating, and stamina.
ID: 30269^6
Fills your target with brutal ferocity, increasing their triple attack chance, standard resistances, attack rating, and stamina.
ID: 30270^6
Fills your target with brutal ferocity, increasing their triple attack chance, standard resistances, attack rating, and stamina.
ID: 30271^6
Strikes up to three targets in front of you with a flurry of melee attacks.
ID: 30272^6
Strikes up to three targets in front of you with a flurry of melee attacks.
ID: 30273^6
Strikes up to three targets in front of you with a flurry of melee attacks.
ID: 30274^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 30275^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 30276^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 30277^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 30278^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 30279^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 30280^6
Fills your group with spiritual valiance, increasing their hit points and attack rating for %z.
ID: 30281^6
Fills your group with spiritual valiance, increasing their hit points and attack rating for %z.
ID: 30282^6
Fills your group with spiritual valiance, increasing their hit points and attack rating for %z.
ID: 30283^6
Heals your warder for #1 hit points every six seconds for %z. When this spell wears off, the bearer will experience a miraculous mending.
ID: 30284^6
Heals your warder for #1 hit points every six seconds for %z. When this spell wears off, the bearer will experience a miraculous mending.
ID: 30285^6
Heals your warder for #1 hit points every six seconds for %z. When this spell wears off, the bearer will experience a miraculous mending.
ID: 30286^6
Heals you for #1 hit points.
ID: 30287^6
Heals you for #1 hit points.
ID: 30288^6
Heals you for #1 hit points.
ID: 30289^6
Grants your warder a bolstering power, allowing it to heal its enemy's most hated enemy.
ID: 30290^6
Grants your warder a bolstering power, allowing it to heal its enemy's most hated enemy.
ID: 30291^6
Grants your warder a bolstering power, allowing it to heal its enemy's most hated enemy.
ID: 30292^6
Heals the target's target for up to @1 hit points.
ID: 30293^6
Heals the target's target for up to @1 hit points.
ID: 30294^6
Heals the target's target for up to @1 hit points.
ID: 30295^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating. Increases the attack speed of your group members.
ID: 30296^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating. Increases the attack speed of your group members.
ID: 30297^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating. Increases the attack speed of your group members.
ID: 30298^6
Increases your attack speed for %z.
ID: 30299^6
Increases your attack speed for %z.
ID: 30300^6
Increases your attack speed for %z.
ID: 30301^6
Imbues your group with nature's fury, increasing your damage mitigation and weapon speed, while increasing the chance for you and your pets to perform flurries of attacks.
ID: 30302^6
Imbues your group with nature's fury, increasing your damage mitigation and weapon speed, while increasing the chance for you and your pets to perform flurries of attacks.
ID: 30303^6
Imbues your group with nature's fury, increasing your damage mitigation and weapon speed, while increasing the chance for you and your pets to perform flurries of attacks.
ID: 30304^6
Inflicts your target with Rotsil's bite, dealing #1 damage.
ID: 30305^6
Inflicts your target with Rotsil's bite, dealing #1 damage.
ID: 30306^6
Inflicts your target with Rotsil's bite, dealing #1 damage.
ID: 30307^6
Bestows a defensive bulwark upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 30308^6
Bestows a defensive bulwark upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 30309^6
Bestows a defensive bulwark upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 30310^6
Summons a feral warder to aid you in battle.
ID: 30311^6
Consumes your warder and yourself in a savage fury, greatly increasing your melee damage for %z.
ID: 30312^6
Consumes your warder and yourself in a savage fury, greatly increasing your melee damage for %z.
ID: 30313^6
Consumes your warder and yourself in a savage fury, greatly increasing your melee damage for %z.
ID: 30314^6
Consumes your warder and yourself in a savage fury, greatly increasing your melee damage for %z.
ID: 30315^6
Consumes your warder and yourself in a savage fury, greatly increasing your melee damage for %z.
ID: 30316^6
Consumes your warder and yourself in a savage fury, greatly increasing your melee damage for %z.
ID: 30317^6
A spell which increases the target's hate, and strikes it with cold and poisonous venom.
ID: 30318^6
A spell which increases the target's hate, and strikes it with cold and poisonous venom.
ID: 30319^6
A spell which increases the target's hate, and strikes it with cold and poisonous venom.
ID: 30320^6
Poisons your target, dealing up to @1 damage.
ID: 30321^6
Poisons your target, dealing up to @1 damage.
ID: 30322^6
Poisons your target, dealing up to @1 damage.
ID: 30323^6
Freezes your target, dealing up to @1 damage.
ID: 30324^6
Freezes your target, dealing up to @1 damage.
ID: 30325^6
Freezes your target, dealing up to @1 damage.
ID: 30326^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 30327^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 30328^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 30329^6
You bellow a frosty roar, dealing #1 damage to all surrounding enemies.
ID: 30330^6
You bellow a frosty roar, dealing #1 damage to all surrounding enemies.
ID: 30331^6
You bellow a frosty roar, dealing #1 damage to all surrounding enemies.
ID: 30332^6
Infuses you and your pet with the power of a lion, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 30333^6
Infuses you and your pet with the power of a lion, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 30334^6
Infuses you and your pet with the power of a lion, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 30335^6
Infuses you and your pet with the power of a lion, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 30336^6
Infuses you and your pet with the power of a lion, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 30337^6
Infuses you and your pet with the power of a lion, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 30338^6
Fills your warder with the spirit of Bale, increasing their dexterity and giving them a chance to perform a stunning fire attack with a protective reflection.
ID: 30339^6
Fills your warder with the spirit of Bale, increasing their dexterity and giving them a chance to perform a stunning fire attack with a protective reflection.
ID: 30340^6
Fills your warder with the spirit of Bale, increasing their dexterity and giving them a chance to perform a stunning fire attack with a protective reflection.
ID: 30341^6
The spirit of Bale strikes your target, dealing #1 damage and stunning creatures up to level @3. Reflects Prism Skin when triggered.
ID: 30342^6
The spirit of Bale strikes your target, dealing #1 damage and stunning creatures up to level @3. Reflects Prism Skin when triggered.
ID: 30343^6
The spirit of Bale strikes your target, dealing #1 damage and stunning creatures up to level @3. Reflects Prism Skin when triggered.
ID: 30344^6
Envelops your group in an aura of spiritual enhancement, increasing their hit point, mana, and endurance regeneration.
ID: 30345^6
Envelops your group in an aura of spiritual enhancement, increasing their hit point, mana, and endurance regeneration.
ID: 30346^6
Envelops your group in an aura of spiritual enhancement, increasing their hit point, mana, and endurance regeneration.
ID: 30347^6
Fills your group with brutal ferocity, increasing their triple attack chance, standard resistances, attack rating, and stamina.
ID: 30348^6
Fills your group with brutal ferocity, increasing their triple attack chance, standard resistances, attack rating, and stamina.
ID: 30349^6
Fills your group with brutal ferocity, increasing their triple attack chance, standard resistances, attack rating, and stamina.
ID: 30350^6
Surrounds your target in Bale's Maelstrom, damaging them with poison, disease, and ice attacks. Bale's gaze will then fall upon them for a short time, repeating one of the three attacks when it fades.
ID: 30351^6
Surrounds your target in Bale's Maelstrom, damaging them with poison, disease, and ice attacks. Bale's gaze will then fall upon them for a short time, repeating one of the three attacks when it fades.
ID: 30352^6
Surrounds your target in Bale's Maelstrom, damaging them with poison, disease, and ice attacks. Bale's gaze will then fall upon them for a short time, repeating one of the three attacks when it fades.
ID: 30353^6
Fixes Bale's gaze upon the target, attacking them with poison, disease, or ice when it fades.
ID: 30354^6
Fixes Bale's gaze upon the target, attacking them with poison, disease, or ice when it fades.
ID: 30355^6
Fixes Bale's gaze upon the target, attacking them with poison, disease, or ice when it fades.
ID: 30356^6
Instant Duration.
ID: 30357^6
Instant Duration.
ID: 30358^6
Instant Duration.
ID: 30359^6
Strikes your target with poison, dealing #1 damage.
ID: 30360^6
Strikes your target with poison, dealing #1 damage.
ID: 30361^6
Strikes your target with poison, dealing #1 damage.
ID: 30362^6
Strikes your target with disease, dealing #1 damage.
ID: 30363^6
Strikes your target with disease, dealing #1 damage.
ID: 30364^6
Strikes your target with disease, dealing #1 damage.
ID: 30365^6
Strikes your target with ice, dealing #1 damage.
ID: 30366^6
Strikes your target with ice, dealing #1 damage.
ID: 30367^6
Strikes your target with ice, dealing #1 damage.
ID: 30368^6
Assaults your target with a flurry of savage attacks.
ID: 30369^6
Assaults your target with a flurry of savage attacks.
ID: 30370^6
Assaults your target with a flurry of savage attacks.
ID: 30371^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 30372^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 30373^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 30374^6
Instant Duration.
ID: 30375^6
Instant Duration.
ID: 30376^6
Instant Duration.
ID: 30377^6
Instant Duration.
ID: 30378^6
Places a rampart around your warder that greatly increases its chance to mitigate or completely resist detrimental spells. It will absorb up to @2 damage before fading. When this rampart fades, your warder will be healed.
ID: 30379^6
Places a rampart around your warder that greatly increases its chance to mitigate or completely resist detrimental spells. It will absorb up to @2 damage before fading. When this rampart fades, your warder will be healed.
ID: 30380^6
Places a rampart around your warder that greatly increases its chance to mitigate or completely resist detrimental spells. It will absorb up to @2 damage before fading. When this rampart fades, your warder will be healed.
ID: 30381^6
Heals your target for up to @1 hit points.
ID: 30382^6
Heals your target for up to @1 hit points.
ID: 30383^6
Heals your target for up to @1 hit points.
ID: 30384^6
Infuses your pet with offensive and regenerative power and summons animals to fight at its side.
ID: 30385^6
Infuses your pet with offensive and regenerative power and summons animals to fight at its side.
ID: 30386^6
Infuses your pet with offensive and regenerative power and summons animals to fight at its side.
ID: 30387^6
Increases the bearer's maximum hit points by #7, heals for #6 points every six seconds, and increases the damage done by melee attacks.
ID: 30388^6
Increases the bearer's maximum hit points by #7, heals for #6 points every six seconds, and increases the damage done by melee attacks.
ID: 30389^6
Increases the bearer's maximum hit points by #7, heals for #6 points every six seconds, and increases the damage done by melee attacks.
ID: 30390^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 30391^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 30392^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 30393^6
Absorbs up to #2 damage and triggers a heal-over-time spell when it breaks.
ID: 30394^6
Absorbs up to #2 damage and triggers a heal-over-time spell when it breaks.
ID: 30395^6
Absorbs up to #2 damage and triggers a heal-over-time spell when it breaks.
ID: 30402^6
Forges several Axes of the Sunderer.
ID: 30403^6
You execute an early series of retaliative strikes, slashing your target and allowing you to dodge better for a period of time. You must be below 90 percent of your maximum health to use this ability.
ID: 30404^6
You execute an early series of retaliative strikes, slashing your target and allowing you to dodge better for a period of time. You must be below 90 percent of your maximum health to use this ability.
ID: 30405^6
You execute an early series of retaliative strikes, slashing your target and allowing you to dodge better for a period of time. You must be below 90 percent of your maximum health to use this ability.
ID: 30406^6
Increases your chance to dodge attacks by #7 percent for up to %z.
ID: 30407^6
Increases your chance to dodge attacks by #7 percent for up to %z.
ID: 30408^6
Increases your chance to dodge attacks by #7 percent for up to %z.
ID: 30409^6
Strikes your opponent with three Frenzy attacks while making them weaker against additional Frenzy and Throwing attacks.
ID: 30410^6
Strikes your opponent with three Frenzy attacks while making them weaker against additional Frenzy and Throwing attacks.
ID: 30411^6
Strikes your opponent with three Frenzy attacks while making them weaker against additional Frenzy and Throwing attacks.
ID: 30412^6
Aims an axe of the sunderer at your opponent's legs, causing slower movement speed and dealing #1 damage every six seconds for %z.
ID: 30413^6
Aims an axe of the sunderer at your opponent's legs, causing slower movement speed and dealing #1 damage every six seconds for %z.
ID: 30414^6
Aims an axe of the sunderer at your opponent's legs, causing slower movement speed and dealing #1 damage every six seconds for %z.
ID: 30415^6
Using this high-pitched scream, you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
ID: 30416^6
Using this high-pitched scream, you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
ID: 30417^6
Using this high-pitched scream, you can unsettle your opponent and make them more vulnerable to ranged archery and thrown attacks.
ID: 30418^6
Executes a vicious melee attack on your opponent. This ability can only be used if you are not currently in combat.
ID: 30419^6
Executes a vicious melee attack on your opponent. This ability can only be used if you are not currently in combat.
ID: 30420^6
Executes a vicious melee attack on your opponent. This ability can only be used if you are not currently in combat.
ID: 30421^6
Hurls an axe of the savage to slash the skin of your target, causing #1 damage every six seconds for %z. The exertion of the blood axe attack will injure you.
ID: 30422^6
Hurls an axe of the savage to slash the skin of your target, causing #1 damage every six seconds for %z. The exertion of the blood axe attack will injure you.
ID: 30423^6
Hurls an axe of the savage to slash the skin of your target, causing #1 damage every six seconds for %z. The exertion of the blood axe attack will injure you.
ID: 30424^6
Increases the amount of damage received from melee attacks by #1 for ten hits.
ID: 30425^6
Increases the amount of damage received from melee attacks by #1 for ten hits.
ID: 30426^6
Increases the amount of damage received from melee attacks by #1 for ten hits.
ID: 30427^6
Launches a gigantic throwing axe at your target.
ID: 30428^6
Launches a gigantic throwing axe at your target.
ID: 30429^6
Launches a gigantic throwing axe at your target.
ID: 30430^6
Aims an axe of the sunderer at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 30431^6
Aims an axe of the sunderer at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 30432^6
Aims an axe of the sunderer at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 30433^6
Fills your mind with an unflinching will, allowing you to ignore the effects of several incoming detrimental spells.
ID: 30434^6
Fills your mind with an unflinching will, allowing you to ignore the effects of several incoming detrimental spells.
ID: 30435^6
Fills your mind with an unflinching will, allowing you to ignore the effects of several incoming detrimental spells.
ID: 30436^6
Increases your accuracy, minimum damage, and chance to strike with two-handed weapons, but prevents you from moving for %z. You must be below 90 percent of your maximum health to use this ability.
ID: 30437^6
Increases your accuracy, minimum damage, and chance to strike with two-handed weapons, but prevents you from moving for %z. You must be below 90 percent of your maximum health to use this ability.
ID: 30438^6
Increases your accuracy, minimum damage, and chance to strike with two-handed weapons, but prevents you from moving for %z. You must be below 90 percent of your maximum health to use this ability.
ID: 30442^6
Launches a volley of four axes at your target.
ID: 30443^6
Launches a volley of four axes at your target.
ID: 30444^6
Launches a volley of four axes at your target.
ID: 30445^6
Throws an axe of the sunderer wildly, briefly distracting your opponent.
ID: 30446^6
Throws an axe of the sunderer wildly, briefly distracting your opponent.
ID: 30447^6
Throws an axe of the sunderer wildly, briefly distracting your opponent.
ID: 30448^6
Throws an axe of the sunderer wildly, damaging your opponent and having a chance to apply other detrimental effects.
ID: 30449^6
Throws an axe of the sunderer wildly, damaging your opponent and having a chance to apply other detrimental effects.
ID: 30450^6
Throws an axe of the sunderer wildly, damaging your opponent and having a chance to apply other detrimental effects.
ID: 30451^6
An axe slices deeply into your opponent, causing them to take increased damage.
ID: 30452^6
An axe slices deeply into your opponent, causing them to take increased damage.
ID: 30453^6
An axe slices deeply into your opponent, causing them to take increased damage.
ID: 30454^6
Aims an axe of the sunderer at your opponent's head, briefly stunning them.
ID: 30455^6
Aims an axe of the sunderer at your opponent's head, briefly stunning them.
ID: 30456^6
Aims an axe of the sunderer at your opponent's head, briefly stunning them.
ID: 30457^6
Throws an axe of the sunderer wildly, briefly distracting your opponent.
ID: 30458^6
Throws an axe of the sunderer wildly, briefly distracting your opponent.
ID: 30459^6
Throws an axe of the sunderer wildly, briefly distracting your opponent.
ID: 30460^6
Strikes your opponent with a flurry of axes, damaging them and applying an additional detrimental effect.
ID: 30461^6
Strikes your opponent with a flurry of axes, damaging them and applying an additional detrimental effect.
ID: 30462^6
Strikes your opponent with a flurry of axes, damaging them and applying an additional detrimental effect.
ID: 30463^6
Cause your body to be consumed by a berserking rage, greatly increasing the damage potential of your attacks.
ID: 30464^6
Cause your body to be consumed by a berserking rage, greatly increasing the damage potential of your attacks.
ID: 30465^6
Cause your body to be consumed by a berserking rage, greatly increasing the damage potential of your attacks.
ID: 30466^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 30467^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 30468^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 30469^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 30470^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 30471^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 30472^6
Instant Duration.
ID: 30473^6
Instant Duration.
ID: 30474^6
Instant Duration.
ID: 30475^6
Incites your target's target and yourself with a shared bloodlust increasing the amount of damage you both do with melee weapons.
ID: 30476^6
Incites your target's target and yourself with a shared bloodlust increasing the amount of damage you both do with melee weapons.
ID: 30477^6
Incites your target's target and yourself with a shared bloodlust increasing the amount of damage you both do with melee weapons.
ID: 30478^6
Increases the damage you do with melee weapons.
ID: 30479^6
Increases the damage you do with melee weapons.
ID: 30480^6
Increases the damage you do with melee weapons.
ID: 30491^6
Summons a spider mount.
ID: 30492^6
Summons a mechanical spider mount.
ID: 30499^6
Causes you to enjoy a delicious waffle.
ID: 30591^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 30592^6
Increases the power of some servants summoned or animated by spells of between level #3 and #2.
ID: 30611^6
Reduces the mana cost of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 30612^6
Reduces the mana cost of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 30613^6
Reduces the mana cost of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 30614^6
Reduces the mana cost of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 30615^6
Reduces the mana cost of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 30616^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 30617^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 30618^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 30619^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 30620^6
Reduces the mana cost of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 30621^6
When casting fire-based damage spells on your enemies, you have a chance to inflict up to 4125 additional fire damage.
ID: 30622^6
When casting cold-based damage spells on your enemies, you have a chance to inflict up to 4125 additional ice damage.
ID: 30623^6
When casting magic-based damage spells on your enemies, you have a chance to inflict up to 4125 additional magic damage.
ID: 30624^6
When casting poison-based damage spells on your enemies, you have a chance to inflict up to 4125 additional poison damage.
ID: 30625^6
When casting disease-based damage spells on your enemies, you have a chance to inflict up to 4125 additional disease damage.
ID: 30626^6
When casting any damage spells on your enemies, you have a chance to inflict up to 3375 additional magic damage.
ID: 30627^6
When casting chromatic-based damage spells on your enemies, you have a chance to inflict up to 4125 additional magic damage.
ID: 30628^6
Heals you for between #1 and @1 hit points.
ID: 30629^6
Increases your maximum hit points by up to @2 and your Armor class by up to @1 for up to %z.
ID: 30630^6
Envelops you in an aura of spiritual light, increasing your mana and hit point regeneration.
ID: 30631^6
Hastens your natural healing, allowing you to recover hit points faster.
ID: 30632^6
Strikes your opponent with a fiery attack that causes between #1 and @1 hit points in damage.
ID: 30633^6
Strikes your opponent with a freezing attack that causes between #1 and @1 hit points in damage.
ID: 30634^6
Strikes your opponent with a lightning attack that causes between #1 and @1 hit points in damage.
ID: 30635^6
Strikes your opponent with a poison attack that causes between #1 and @1 hit points in damage.
ID: 30636^6
Strikes your opponent with a disease attack that causes between #1 and @1 hit points in damage.
ID: 30659^4
PH for Warrior Self-Only Lay On Hands.
ID: 30659^6
You are protected by a divine guardian which will heal you should your life drop below 30 percent.
ID: 30667^4
Uh oh! Someone has been scouring the strings file again. Tsk tsk tsk...
ID: 30667^6
Traces of divine energy prevent your guardian from assisting you further for at least %z.
ID: 30692^6
Instantly increases hate by #1, and then by #2 per tick for up to %z.
ID: 30699^6
Triggers Blade Whirl if target's health drops below 40 percent of maximum. This buff lasts for up to %z or until consumed.
ID: 30700^6
Increases parry skill by #2 for up to %z.
ID: 30707^6
Changes your appearance to that of a wolf.
ID: 30736^6
Allows your weapons to proc with every swing for up to %z.
ID: 30737^6
The glow from the fireflies lingers on...
ID: 30738^6
Changes you into the form of your warder.
ID: 30740^6
Turns you into a zombie.
ID: 30788^6
Increases cold damage taken by up to 15 percent for up to %z.
ID: 30795^6
Fixes your enemy's feet to the ground for up to %z.
ID: 30822^6
Increases critical spell damage by 3 percent for up to %z.
ID: 30823^6
Increases critical spell damage by 6 percent for up to %z.
ID: 30824^6
Increases critical spell damage by 10 percent for up to %z.
ID: 30838^6
Creates Alaran throwing blades. Costs: 1 Sheet Metal
ID: 30839^6
Tints the user's vision ruby red.
ID: 30840^6
Tints the user's vision sapphire blue.
ID: 30841^6
Tints the user's vision topaz yellow.
ID: 30842^6
Tints the user's vision amethyst purple.
ID: 30843^6
Tints the user's vision emerald green.
ID: 30844^6
Creates a random potion. Costs: 1 Metallic Potion Vial, 1 Infused Leaves of Dragonwart, 1 Infused Pollen of Dragonwart
ID: 30845^6
Fires a metal ball at a target. Costs: 1 Gnomish Handcannon Ammunition
ID: 30846^6
A gnomebomb is deployed. It will explode shortly after, dealing fire damage.
ID: 30847^6
The targeted person will receive a fortune!
ID: 30848^6
Heals wounds.
ID: 30849^6
Increases attributes and defense.
ID: 30850^6
Deals area-fire damage when thrown at target.
ID: 30866^6
Reflects melee and spell damage.
ID: 30867^6
Renders you unable to cast spells or use combat abilities.
ID: 30897^6
Your wounds are healed over time.
ID: 30900^6
A protective ward that will heal you over time when your health drops below 50 percent.
ID: 30906^6
Ancient spirits linger, preventing Spirit Guardian from being cast on you again.
ID: 30951^6
Infection causes a loss of health over time.
ID: 30952^6
Provides a protective barrier that shields the bearer from incoming attacks.
ID: 30953^6
Poison causes a loss of health over time.
ID: 30954^6
ID: 30955^6
ID: 30956^6
ID: 30957^6
Grants bonuses to melee speed and attack power.
ID: 30958^6
An unstable barrier that will burst if mana drops too low.
ID: 30959^6
ID: 30960^6
Provides a protective barrier that shields the bearer from incoming attacks.
ID: 30961^6
Melee speed is reduced, while casting time is increased.
ID: 30962^6
Provides a protective barrier that shields the bearer from incoming attacks.
ID: 30963^6
ID: 30964^6
Bleeding limbs cause a loss of health over time.
ID: 30965^6
ID: 30966^6
Charms the bearer of this effect.
ID: 30967^6
Tests the loyalty of the bearer.
ID: 30968^6
ID: 30969^6
Melee speed is reduced, while casting time is increased.
ID: 30970^6
Blinding light leaves you in silence, while draining mana.
ID: 30971^6
ID: 30972^6
ID: 30973^6
An unseen force draws you near while draining health.
ID: 30974^6
A shield that allows the bearer to reflect some damage while granting a chance to stun.
ID: 30975^6
ID: 30976^6
Mesmerizes the bearer of this effect.
ID: 30977^6
A violent storm stuns and decreases health over time.
ID: 30978^6
Limits your ability to cast spells and use melee abilities.
ID: 30979^6
ID: 30980^6
Forces you away from your target.
ID: 30981^6
ID: 30982^6
Provides a protective barrier that shields the bearer from incoming attacks.
ID: 30983^6
Health drops over time, but don't let it drop too low...
ID: 30984^6
Melee speed is reduced, while casting time is increased.
ID: 30985^6
Fire, Cold, Poison, Disease, and Magic resists are lowered, as well as melee speed.
ID: 30986^6
Fire, Cold, Poison, Disease, and Magic resists are lowered, with casting time increased.
ID: 30987^6
ID: 30988^6
ID: 30989^6
Melee and movement speed are slowed, while health is drained over time.
ID: 30990^6
ID: 30991^6
Your bones begin to dance!
ID: 30992^6
Limits your use of melee abilities.
ID: 30993^6
Disease causes a loss of health over time.
ID: 30994^6
Increases attack power and melee speed, while healing over time.
ID: 30995^6
You are blinded by fear (and muck, too).
ID: 30996^6
ID: 30997^6
ID: 30998^6
ID: 30999^6
The tainted portion of your soul is emerging, causing you to be stuck in place.
ID: 31000^6
ID: 31001^6
Increases melee speed, while mirroring the bearer's most hated target.
ID: 31002^6
Endurance and mana are lost over time.
ID: 31003^6
ID: 31004^6
You assume a new form.
ID: 31005^6
You are blinded.
ID: 31006^6
Bestows the favor of the Nitore upon you.
ID: 31007^6
You have taken on the form of a rat.
ID: 31008^6
You have taken on the form of a mosquito.
ID: 31009^6
A forceful wind blows against you.
ID: 31010^6
Slows your movement rate while reducing mana, health, and endurance over time.
ID: 31011^6
Summons a single dose of Consigned Bite of the Shissar XVII.
ID: 31022^6
Causes instant and continuing damage.
ID: 31023^6
Causes damage over time.
ID: 31024^6
Causes damage over time and can spread to other targets.
ID: 31025^6
Causes damage over time.
ID: 31026^6
Pulls target toward caster while causing damage over time.
ID: 31027^6
Causes damage over time and reduces movement.
ID: 31028^6
Pushes target away from caster while causing damage over time.
ID: 31029^6
Instant
ID: 31030^6
Causes damage when target is attacked physically.
ID: 31031^6
Causes damage over time. Can spread.
ID: 31032^6
Slows movement and causes damage over time.
ID: 31033^6
Causes damage over time.
ID: 31034^6
Causes damage over time and slows movement.
ID: 31035^6
Causes damage to those that attack target physically.
ID: 31036^6
Causes damage over time. If not put out, will cause creatures to burst from target's body.
ID: 31037^6
Causes damage over time.
ID: 31038^6
Instant
ID: 31039^6
Instant
ID: 31040^6
Instant
ID: 31041^6
Causes damage over time. If not cured will grow worse.
ID: 31042^6
Roots target and causes damage over time.
ID: 31043^6
instant
ID: 31044^6
Instant
ID: 31045^6
Pushes target away from caster.
ID: 31046^6
Causes damage over time. If not cured will cause creatures to spawn from target's body.
ID: 31047^6
instant
ID: 31048^6
Causes damage over time and reduces strength and movement speed.
ID: 31049^6
Increases damage done by creatures and powers of the Beast Domain.
ID: 31050^6
Makes it difficult for target to avoid physical attack, and causes damage to health and mana.
ID: 31051^6
Oily flowers engulf you, making you more sensitive to light.
ID: 31053^6
Increases damage done by creatures and powers of the Tides.
ID: 31054^6
Prevents casting of spells and use of many abilities, along with damaging health over time.
ID: 31055^6
Increases damage done by creatures and powers of Alra's magic.
ID: 31056^6
A curse which slows both melee and movement speed of target, reduces chance to double attack and does health damage over time.
ID: 31057^6
Instant
ID: 31058^6
Instant
ID: 31059^6
Instant
ID: 31060^6
Instant
ID: 31061^6
Instant
ID: 31062^6
Causes instant damage and amnesia to the target.
ID: 31063^6
Instant
ID: 31064^6
Increases spell casting times for priests and can prevent some healing spells from landing. Can spread to those nearby.
ID: 31065^6
Causes harm to the target when they cast a spell and sometimes when they strike with melee.
ID: 31066^6
Applies Hero's Toxin Poison to the caster's weapon.
ID: 31069^6
Limits your use of combat abilities.
ID: 31070^6
Limits your ability to cast spells.
ID: 31071^6
You are consumed by darkness.
ID: 31072^6
Reduces melee speed and attack power.
ID: 31073^6
Increases casting time of spells.
ID: 31074^6
Limits your ability to cast spells while decreasing mana and endurance over time.
ID: 31075^6
Limits your use of combat abilities while decreasing mana and endurance over time.
ID: 31076^6
Disease rots your flesh, rooting you in place and causing damage over time.
ID: 31077^6
Disease rots your flesh, reducing melee speed and causing damage over time.
ID: 31078^6
Reduces movement rate and causes a loss of health over time.
ID: 31080^6
Slows your movement rate while reducing mana, health, and endurance over time.
ID: 31081^6
Limits your use of combat abilities.
ID: 31082^6
Limits your ability to cast spells.
ID: 31083^6
You are consumed by darkness.
ID: 31084^6
Reduces melee speed and attack power.
ID: 31085^6
Increases casting time of spells.
ID: 31086^6
Limits your ability to cast spells while decreasing mana and health over time.
ID: 31087^6
Limits your use of combat abilities while reducing health and endurance over time.
ID: 31088^6
Disease rots your flesh, rooting you in place and causing damage over time.
ID: 31089^6
Disease rots your flesh, reducing melee speed and causing damage over time.
ID: 31096^6
ID: 31098^6
Gigglen is furious over the death of Fuzzles, greatly increasing his attack speed.
ID: 31100^6
Increases the amount of incoming damage taken, reduces hitpoints and endurance every tick.
ID: 31102^6
Increases attack power and resistances to all forms of magic. Reflects melee and spell damage. Has a chance to trigger an offensive proc.
ID: 31103^6
Damages with poison and increases damage taken from poison spells.
ID: 31104^6
Heals every tick and increases evasion.
ID: 31105^6
Increases casting time and has a chance to interrupt spell casts every tick.
ID: 31106^6
Reduces movement rate, melee speed, casting speed, HP, mana, and endurance.
ID: 31107^6
Reduces movement rate, melee speed, casting speed, HP, mana, and endurance.
ID: 31109^6
Reduces HP and increases vulnerability to fire.
ID: 31110^6
Reduces HP and increases vulnerability to cold.
ID: 31112^6
Increases attack power and attack speed. Adds a damage shield and lifetap.
ID: 31113^6
Reduces the amount of hate you are able to generate, decreases endurance, and increases casting times and reuse times.
ID: 31114^6
Adds hate to your attacks and spells.
ID: 31117^6
Reduces hitpoints, mana, and endurance every tick.
ID: 31119^6
You feel darkness encroaching upon you.
ID: 31120^6
Reduces hitpoints and mana every tick.
ID: 31121^6
Reduces hitpoints every tick.
ID: 31123^6
Ignites mana and endurance, damaging hitpoints. Reduces mana and endurance every tick.
ID: 31124^6
Heals and provides AE melee capability.
ID: 31127^6
Roots you in place and prevents you from casting spells or using disciplines.
ID: 31129^6
Your face is being munched.
ID: 31131^6
You are swarmed by mulch piles.
ID: 31133^6
Focuses damage done by disease spells.
ID: 31134^6
Reduces hitpoints and endurance every tick.
ID: 31135^6
Provides melee lifetap and immunity from fire.
ID: 31137^6
Limits your ability to avoid stuns.
ID: 31139^6
Increases accuracy, melee speed, and double attack chance.
ID: 31140^6
Produces illusive copies of the caster.
ID: 31142^6
Limits your ability to see clearly.
ID: 31144^6
Recovers hitpoints. Provides spell and melee protection. Focuses cold spell damage and possibility to twincast.
ID: 31145^6
Increases casting time and spell reuse time.
ID: 31148^6
Limits effectiveness of beneficial spells above level 80.
ID: 31151^6
This creature beams with fresh life. Though all fine things in nature slowly decay over time...
ID: 31152^6
A shining barrier that deals damage to attacking opponents.
ID: 31153^6
The residents of the Pillar of Shadow do not take kindly to anyone carrying a light source.
ID: 31154^6
Wandering the halls of the Pillar of Light without a light source is considered heresy.
ID: 31155^6
The residents of the Pillar of Nature do not trust those that wear light armor on their chest.
ID: 31156^6
The residents of the Pillar of the Arcane do not trust those that wear heavy armor on their chest.
ID: 31157^6
A horrifying array of tendrils violently whip around Varinyr's arms. They appear to draw life from opponents it attacks!
ID: 31158^6
You are filled with vehement rage that leaves you less receptive to healing. This rage also imbues your kicks and bashes with a disorienting shock.
ID: 31159^6
You strike with a retaliatory shock.
ID: 31160^6
The forces of life intercept your ability to effectively heal or inflict harm. You are also far less able to avoid opponents' attacks.
ID: 31161^6
The forces of life intercept your ability to effectively heal or inflict harm. You are also far less able to avoid opponents' attacks.
ID: 31162^6
Your legs are wrapped in the stinging vines of the okiina, leaving you unable to run... Perhaps sticking the creature to the ground would improve your situation...
ID: 31163^6
You are caught in an explosion of leaves that do significant damage.
ID: 31164^6
You are caught in an explosion of leaves that do significant damage.
ID: 31165^6
Consumes your own energy to be used against you.
ID: 31166^6
Consumes your physical energies and inflicts damage.
ID: 31167^6
Consumes your mental energies and inflicts damage.
ID: 31168^6
Consumes both your physical and mental energies and inflicts damage.
ID: 31169^6
The arcane torturers have perfected a subtle method of extracting their victims' mental and physical energies. The flaw in their tactic is in the victim's ability to simply meditate and break the draining grasp.
ID: 31170^6
Drains the victim's mental energies and inflicts damage.
ID: 31171^6
Drains a great deal of the victim's mental energies and inflicts significant damage.
ID: 31172^6
Drains all of the victim's mental energies and inflicts damage.
ID: 31173^6
Drains the victim's physical energies and inflicts damage.
ID: 31174^6
Drains a great deal of the victim's physical energies and inflicts significant damage.
ID: 31175^6
Drains all of the victim's physical energies and inflicts damage.
ID: 31176^6
Your mental energy is forcibly shared with your allies.
ID: 31177^6
An easily breakable arcane mirror. This mirror will reflect a small amount of damage.
ID: 31178^6
A sturdy arcane mirror. This mirror will reflect a moderate amount of damage.
ID: 31179^6
A shimmering arcane mirror. Beware, this mirror will reflect deadly amounts of damage!
ID: 31180^6
A crude reflection of your own magical attacks.
ID: 31181^6
There's something you try and remember but can't...
ID: 31182^6
Your soul is stirred, leaving you unable to fight. In the distance you see blue lights, you feel they may come closer if you sit and wait...
ID: 31183^6
You feel a great affinity for the blue lights as they mend your wounds. These spirits are fickle however, should you attempt any aggressive action their assistance will instantly end.
ID: 31184^6
You have a great fear of darkness. The fear is so intense that it manifests itself as a corrupted draining of your soul.
ID: 31185^6
You are stabbed so quickly that you lose your concentration.
ID: 31186^6
Light is forcibly extracted from your body, causing moderate damage.
ID: 31187^6
Light is forcibly extracted from your body, causing moderate damage.
ID: 31188^6
A brilliant flash of light that deals moderate damage. The trauma of exposure is so great that it leaves its victim more vulnerable to further flashes.
ID: 31189^6
Your vision slowly dims as the spirits of shadow drain your physical and mental energy. You feel compelled to run away from these dark spirits...
ID: 31190^6
The Shadowcaller evokes the dark spirits of the pillar to assist it in battle.
ID: 31191^6
The Shadowcaller breathes new life into the fallen.
ID: 31192^6
A shadowy disease infects your soul doing moderate damage over time. This disease seems relatively benign...
ID: 31193^6
A shadowy disease infects your soul doing moderate damage over time. This disease seems dangerous and should be expunged before it gets worse...
ID: 31194^6
Your efforts to expunge this benign disease are wasted!
ID: 31195^6
Your disease has gone untreated and become an unmanageable threat to those around you.
ID: 31196^6
Spiny tentacles wrap around your body leaving you unable to run from the vicious Ut`Len.
ID: 31197^6
The Pillar of Nature focuses its energy to slow your destruction. You take increased damage from attackers as well as find yourself attacking and casting spells more slowly.
ID: 31198^6
The Arcane Pillar focuses its energy to strike you.
ID: 31199^6
The Pillar of Light focuses its energy to prevent you from doing any more harm. You find yourself taking damage when you strike others in combat. Those that attack you find themselves rejuvenated as they swing. Every aggressive spell that you cast will cause you great pain.
ID: 31200^6
The Pillar of Shadow focuses its energy to halt your intrusion. You find yourself attacking and casting far slower. Anyone who attempts to remove this disease will find themselves inflicted with great harm.
ID: 31202^6
Incoming damage reduces mana instead of hitpoints. Casting spells costs hitpoints instead of mana.
ID: 31203^6
Drains mana.
ID: 31204^6
Prevents healing spells from landing.
ID: 31206^6
Debilitating Light.
ID: 31207^6
Debilitating Light.
ID: 31210^6
Increases damage taken from cold spells.
ID: 31213^6
Your attempts to remove the Shadow of Fal`Kaa have left you wounded and unable to focus.
ID: 31214^6
Your insistence on causing harm has caused the Pillar of Light to strike you.
ID: 31243^6
The dorian arpeggio grants you and your groupmates increased melee damage and spell damage when casting direct damage spells. The effect becomes more powerful with each successive note in the arpeggio.
ID: 31244^6
The dorian arpeggio grants you and your groupmates increased melee damage and spell damage when casting direct damage spells.
ID: 31248^6
The lydian arpeggio grants you and your groupmates increased melee damage and spell damage when casting direct damage spells. The effect becomes more powerful with each successive note in the arpeggio.
ID: 31249^6
The lydian arpeggio grants you and your groupmates increased melee damage and spell damage when casting direct damage spells.
ID: 31253^6
The aeolian arpeggio grants you and your groupmates increased melee damage and spell damage when casting direct damage spells. The effect becomes more powerful with each successive note in the arpeggio.
ID: 31254^6
The aeolian arpeggio grants you and your groupmates increased melee damage and spell damage when casting direct damage spells.
ID: 31258^6
The ionian arpeggio grants you and your groupmates increased melee damage and spell damage when casting direct damage spells. The effect becomes more powerful with each successive note in the arpeggio.
ID: 31259^6
The ionian arpeggio grants you and your groupmates increased melee damage and spell damage when casting direct damage spells.
ID: 31263^6
Increases the damage of Frozen Cyanin by #1 percent.
ID: 31267^6
Grants the ability to strike enemies with an icy blow.
ID: 31276^6
Reduces the mana cost of Zealous Light by up to $1 percent.
ID: 31282^6
Increases the duration of the White Wolf and Black Wolf spell lines by #1 ticks.
ID: 31284^6
Grants you a choice to follow the path of destruction or regrowth. After triggering the effect, casting a direct damage spell will increase the power of the next several direct damage spells, while casting an instant healing spell will increase the power of the next several instant healing spells.
ID: 31285^6
Casting a direct damage spell will set you on the path of destruction, increasing the power of your next several direct damage spells.
ID: 31286^6
Casting an instant healing spell will set you on the path of regrowth, increasing the power of your next several instant healing spells.
ID: 31287^6
You are an agent of nature's destruction, increasing the power of your direct damage spells by #1.
ID: 31288^6
You are an agent of nature's regrowth, increasing the power of your instant healing spells by #1.
ID: 31304^6
Increases the effectiveness of Arcanaward's Rune by #1 percent.
ID: 31314^6
Increases the duration of Ruthless Servant by 2 seconds.
ID: 31315^6
Increases the duration of Ruthless Servant by 3 seconds.
ID: 31344^6
Increases the damage done by Pyre of Hazarak by #1 to $1 percent.
ID: 31348^6
Your body fills with unholy power, augmenting the damage of Blazing Shadow by #1 over the duration of the spell.
ID: 31364^6
Increases the base damage done by Focused Arrow Swarm by #1 percent.
ID: 31376^6
Your blades lash out at your target inflicting instant damage, and gaining a life of their own. This temporary intelligence increases your melee and backstab damage for 100 successful attacks.
ID: 31377^6
Your weapons are able to predict your attacks, increasing the damage of your backstabs and melee attacks by #4.
ID: 31392^6
Increases the duration of Talisman of the Lion by #1 tick.
ID: 31394^6
Surrounds your group with calming visions which mitigate an amount of incoming damage. When the visions fade, you receive a healing blessing.
ID: 31395^6
A healing blessing brought about by the flickering visions. Damage from Talisman of the Lion procs is also increased.
ID: 31410^6
Increases the damage done by Ethereal Blaze by #1 to $1 percent.
ID: 31426^6
Agents of the Black are unwelcome in the Pillar of Light!
ID: 31427^6
Agents of Light are unwelcome in the Pillar of the Black
ID: 31428^6
You see the world in a new light.
ID: 31429^6
This one exists where most cannot see.
ID: 31430^6
You see the world in a new light.
ID: 31431^6
This one exists where most cannot see.
ID: 31432^6
The Pillar of Light exerts its power over your mind.
ID: 31433^6
You are blinded by pure light, leaving you unable to act.
ID: 31434^6
You find it hard to look away from the brilliant light.
ID: 31435^6
The Pillar of the Arcane exerts its power over your mind.
ID: 31436^6
A torrent of raw mana consumes your soul.
ID: 31437^6
The Pillar of the Black exerts its power over your mind.
ID: 31438^6
You feel a bit of your soul being pulled away.
ID: 31439^6
The Pillar of Nature exerts its power over your mind.
ID: 31440^6
Surrounds the caster with an aura of life, damaging attackers as well as offering the caster improved healing.
ID: 31441^6
Attempts to use this wedding gift on your target.
ID: 31442^6
Cloaks you in a shimmering illusion that makes you appear to be a small tyrannosaurus.
ID: 31443^6
Cloaks your pet in a shimmering illusion that makes it appear to be a small tyrannosaurus.
ID: 31444^6
Cloaks you in a shimmering illusion that makes you appear to be a small tyrannosaurus.
ID: 31452^6
Vines tangle the target, preventing movement.
ID: 31453^6
The King's roar silences and slows.
ID: 31454^6
Damage and stun.
ID: 31455^6
Eject target from battle.
ID: 31456^6
Damage and knockback.
ID: 31457^6
The target is controlled by the power of Kolos..
ID: 31458^6
Empowers target with the power of Kolos, but the strain is painful.
ID: 31472^6
A curse causes a loss of health over time.
ID: 31482^6
Disease causes a loss of health over time, and can do additional damage if not cured.
ID: 31498^6
Cloaks you in a shimmering illusion that makes you appear to be a Hadal of Oseka.
ID: 31499^6
Cloaks you in a shimmering illusion that makes you appear to be a Putrid Swinetor.
ID: 31500^6
Summons a kangon.
ID: 31537^6
Spawns a familiar, which increases damage for all spells by twenty to forty percent for all instant-cast detrimental spells level 95 and below.
ID: 31548^6
Surrounds your target in the scent of Terris, causing them to be more susceptible to fire, poison, disease, and corruption.
ID: 31550^6
Increases the armor, melee speed, attack power, accuracy, and damage of your pets attacks for up to %z.
ID: 31551^6
Slightly reduces incoming heals.
ID: 31552^6
Somewhat reduces incoming heals.
ID: 31553^6
Moderately reduces incoming heals.
ID: 31554^6
Significantly reduces incoming heals.
ID: 31555^6
Almost completely reduces incoming heals.
ID: 31563^6
Strikes you for #1 instantly, and then #2 per tick for up to %z.
ID: 31565^6
Strikes you for #1 instantly, and then #2 per tick while snaring your movement by #3 percent for up to %z.
ID: 31566^6
Decreases healing ability by up to 25 percent.
ID: 31567^6
Increases incoming damage by up to 20 percent.
ID: 31568^6
Decreases your damage by up to 20 percent.
ID: 31577^6
Increased damage done by detrimental spells.
ID: 31583^6
This ability allows you to absorb the pure essence of elemental air into your soul. While this ability is active, enemies will notice your actions less. This ability lasts slightly longer than Heart of Vapor. Additionally, this ability increases your critical damage by $5 percent.
ID: 31603^6
While this ability is active, any creature that tries to attack the enchanter has a chance to be stunned in retribution. This ability does not affect creatures that are immune to stunning.
ID: 31667^6
Strikes your enemy from great range causing 1 point of damage.
ID: 31696^6
Strikes you for significant damage and blinds you for up to %z.
ID: 31697^6
Inflicts moderate damage.
ID: 31699^6
Pulls you towards the enemy for up to %z.
ID: 31701^6
Removes beneficial effects, inflicts light damage, and spreads to other allies for up to %z.
ID: 31722^6
Transforms you into an undead thelasa.
ID: 31723^6
Repels initiates of the Triumvirate.
ID: 31725^6
Fills your veins with alsa thel.
ID: 31728^6
Deadly to dragons.
ID: 31729^6
Reduces your ability to generate hate.
ID: 31739^6
You feel more capable of dealing damage and drawing the ire of your opponents but also more susceptible to their attacks.
ID: 31740^6
You feel more capable of healing your allies but also more likely to draw the ire of any nearby opponents.
ID: 31741^6
You feel more capable of healing your allies but also far less capable of dealing damage to opponents.
ID: 31742^6
You feel more capable of healing your allies but also less capable of dealing damage to opponents.
ID: 31743^6
You feel more capable of dealing damage to of your opponents but also more susceptible to their attacks.
ID: 31744^6
You feel more capable of healing your allies but also less adept at dealing damage or preserving mana.
ID: 31745^6
You feel more capable of defending against your opponents' attacks but also far less capable of dealing damage and more likely to draw their ire.
ID: 31746^6
You feel far more capable of dealing damage to your opponents but far less adept at performing songs.
ID: 31747^6
You feel more capable of avoiding the ire of your opponents but less capable of dealing damage or hiding in the shadows.
ID: 31748^6
You feel more capable of healing your allies but also less adept at dealing damage.
ID: 31749^6
You feel more capable of dealing damage to of your opponents but also more susceptible to their attacks, less capable of being healed and more likely to draw their ire.
ID: 31750^6
You feel more capable of being healed and defending against your opponents' attacks but also more likely to draw their ire.
ID: 31751^6
You feel more capable of being healed and defending against your opponents' attacks but also more likely to draw their ire.
ID: 31752^6
You feel more capable of being healed and defending against your opponents' attacks but unable to affect their memory.
ID: 31753^6
You feel more capable of healing your allies but also less capable of dealing damage to your opponents.
ID: 31754^6
You feel slightly more capable of dealing damage but also less capable of defending against your opponents' attacks and more likely to draw their ire.
ID: 31755^6
You feel slightly more capable of defending against your opponents' attacks but also less capable of dealing damage or drawing their ire.
ID: 31756^6
You feel more capable of dealing damage to your opponents but also worse at healing your allies or capable of defending against opponents' attacks.
ID: 31757^6
You feel more capable of dealing damage to your opponents but also less capable of defending against their attacks and far less capable of healing your allies.
ID: 31758^6
You feel less capable of healing your allies.
ID: 31759^6
You feel far more capable of defending against your opponents' attacks but also far less capable of successfully focusing magical attacks.
ID: 31760^6
You feel less capable of healing your allies and less capable of defending against your opponents' attacks.
ID: 31761^6
You feel more capable of dealing damage to your opponents but also less capable of defending against their attacks and more likely to draw their ire.
ID: 31762^6
You feel far more capable of dealing damage to your opponents but far less adept at performing songs.
ID: 31763^6
You feel slightly more capable of dealing damage to your opponents but far more likely to draw their ire.
ID: 31764^6
You feel more capable of dealing damage to your opponents but also less adept at healing your allies.
ID: 31765^6
You feel more capable of defending against your opponents' attacks and being healed but also less adept at dealing damage.
ID: 31766^6
You feel less capable of being healed or defending against your opponents' attacks.
ID: 31767^6
You feel less capable of being healed or defending against your opponents' attacks.
ID: 31768^6
You feel far more adept at conjuring runes.
ID: 31769^6
You feel slightly more capable of dealing damage to your opponents but also less capable of being healed.
ID: 31770^6
You feel more capable of defending against your opponents' attacks but also less capable of dealing damage or drawing their ire.
ID: 31771^6
You feel slightly more capable of dealing damage to your opponents but also less able to defend against their attacks or draw their ire.
ID: 31772^6
You feel more capable of healing your allies but also more likely to draw the ire of any nearby opponents and less capable of defending against their attacks.
ID: 31773^6
You feel more capable of healing your allies but also slightly less capable of dealing damage to opponents.
ID: 31774^6
You feel more capable of healing your allies and dealing damage to your opponents but also less skilled with your bow.
ID: 31775^6
You feel more capable of dealing damage to your opponents but also less able to defend against their attacks.
ID: 31776^6
You feel far more capable of healing your allies but also less adept at dealing damage or preserving mana.
ID: 31777^6
You feel more capable of defending against your opponents' attacks but also less capable of dealing damage and more likely to draw their ire.
ID: 31778^6
You feel more adept at performing brass songs.
ID: 31779^6
You feel less capable of dealing damage to your opponents or hiding in the shadows.
ID: 31780^6
You feel more adept at sustaining your magic but also less adept at healing your allies.
ID: 31781^6
You feel less capable of defending against your opponents' attacks.
ID: 31782^6
You feel less adept at dealing damage to your opponents.
ID: 31783^6
You feel less adept at dealing damage to your opponents and your conjured companions appear to be weaker.
ID: 31784^6
You feel less adept at sustaining your magic or preserving mana.
ID: 31785^6
You feel more capable of both dealing damage to your opponents and defending against their attacks but also far more likely to draw their ire.
ID: 31786^6
You feel more capable of defending against your opponents' attacks and dealing damage but also more likely to draw their ire.
ID: 31787^6
You feel slightly more capable of dealing damage to your opponents and drawing their ire but also less able to defend against their attacks.
ID: 31788^6
You feel more capable defending against opponents' attacks but also worse at healing your allies and more likely to draw the ire of opponents.
ID: 31789^6
You feel more capable of dealing damage to your opponents but also less capable of defending against their magical attacks.
ID: 31790^6
You feel less capable of dealing damage to your opponents and also less capable of defending against their magical attacks.
ID: 31791^6
You feel more capable of dealing physical damage to of your opponents but also more susceptible to their attacks and less capable of dealing magical damage.
ID: 31792^6
You feel more capable of dealing magical damage to of your opponents but also less adept at healing your allies.
ID: 31793^6
You feel more capable of dealing damage to your opponents but also less capable of defending against their physical and magical attacks.
ID: 31794^6
You feel more adept at performing woodwind songs.
ID: 31795^6
You feel more capable of dealing damage to your opponents but also less capable of defending against their magical attacks or landing some of your attacks.
ID: 31796^6
You feel less adept at healing your allies.
ID: 31797^6
You feel more capable of defending against your opponents' attacks but also less adept at dealing damage.
ID: 31798^6
You feel more capable of dealing magical damage to your opponents but also less capable of defending against their attacks.
ID: 31799^6
Your conjured companions appear to be stronger, you also feel more capable of dealing magical damage to your opponents but also less capable of defending against their attacks.
ID: 31800^6
You feel more adept at sustaining your mesmerization magic.
ID: 31801^6
You feel more capable of dealing physical damage but also less adept at sustaining magic, healing your allies, and less capable of dealing magical damage.
ID: 31802^6
You feel less capable of defending against your opponents' attacks or dealing damage.
ID: 31803^6
A burst of blinding light leaves you disoriented and damaged.
ID: 31804^6
A burst of blinding light leaves you disoriented and damaged.
ID: 31805^6
Shadows grasp at your body, leaving you less adept at melee combat.
ID: 31806^6
Shadows grasp at your body, leaving you less adept at melee combat.
ID: 31807^6
Shadows grasp at your body, leaving you less adept at melee combat.
ID: 31808^6
Shadows grasp at your body, leaving you less adept at melee combat.
ID: 31809^6
Shadows grasp at your body, leaving you less adept at melee combat.
ID: 31810^6
Shadows grasp at your mind, leaving you less adept at magical combat.
ID: 31811^6
Shadows grasp at your mind, leaving you less adept at magical combat.
ID: 31812^6
Shadows grasp at your mind, leaving you less adept at magical combat.
ID: 31813^6
Shadows grasp at your mind, leaving you less adept at magical combat.
ID: 31814^6
Shadows grasp at your mind, leaving you less adept at magical combat.
ID: 31815^6
This blessing reacts violently to incoming melee attacks. This bulwark will be broken after its bearer has defended against a number of magical attacks.
ID: 31816^6
This blessing reacts violently to incoming melee attacks. This bulwark will be broken after its bearer has defended against a number of magical attacks.
ID: 31817^6
This blessing reacts violently to incoming melee attacks. This bulwark will be broken after its bearer has defended against a number of magical attacks.
ID: 31818^6
This blessing reacts violently to incoming melee attacks. This bulwark will be broken after its bearer has defended against a number of magical attacks.
ID: 31819^6
This blessing reacts violently to incoming melee attacks. This bulwark will be broken after its bearer has defended against a number of magical attacks.
ID: 31820^6
This blessing reacts violently to incoming magical attacks. This bulwark will be broken after its bearer has defended against a large number of melee attacks.
ID: 31821^6
This blessing reacts violently to incoming magical attacks. This bulwark will be broken after its bearer has defended against a large number of melee attacks.
ID: 31822^6
This blessing reacts violently to incoming magical attacks. This bulwark will be broken after its bearer has defended against a large number of melee attacks.
ID: 31823^6
This blessing reacts violently to incoming magical attacks. This bulwark will be broken after its bearer has defended against a large number of melee attacks.
ID: 31824^6
This blessing reacts violently to incoming magical attacks. This bulwark will be broken after its bearer has defended against a large number of melee attacks.
ID: 31825^6
Defends against incoming magical and melee attacks. This bulwark will be broken after it has absorbed a large number of either type of attacks.
ID: 31826^6
Defends against incoming magical and melee attacks. This bulwark will be broken after it has absorbed a large number of either type of attacks.
ID: 31827^6
Defends against incoming magical and melee attacks. This bulwark will be broken after it has absorbed a large number of either type of attacks.
ID: 31828^6
Defends against incoming magical and melee attacks. This bulwark will be broken after it has absorbed a large number of either type of attacks.
ID: 31829^6
Defends against incoming magical and melee attacks. This bulwark will be broken after it has absorbed a large number of either type of attacks.
ID: 31830^6
Absorbs an opponent's life force.
ID: 31831^6
Absorbs an opponent's life force.
ID: 31832^6
Absorbs an opponent's life force.
ID: 31833^6
Absorbs an opponent's life force.
ID: 31834^6
Absorbs an opponent's life force.
ID: 31835^6
You gain power from your opponents.
ID: 31836^6
You stand in the power of the Pillar of Light.
ID: 31837^6
You stand in the power of the Pillar of the Arcane.
ID: 31838^6
You stand in the power of the Pillar of the Black.
ID: 31839^6
You stand in the power of the Pillar of Nature.
ID: 31840^6
You are blinded by a brilliant light.
ID: 31841^6
Your skin glows with a burning aura.
ID: 31842^6
You harbor a sinister corruption.
ID: 31843^6
Otherworldly light burns away your body and mind.
ID: 31844^6
The corrupted light fades from your body.
ID: 31845^6
You are drawn toward the shadows.
ID: 31846^6
You feel your soul being stripped away.
ID: 31847^6
You feel all but dead.
ID: 31848^6
You feel all but dead.
ID: 31849^6
Diseased leaves cover your skin!
ID: 31850^6
Poisonous leaves cover your skin.
ID: 31851^6
Diseased leaves cover your skin.
ID: 31852^6
Poisonous leaves cover your skin!
ID: 31853^6
You are now a tree, firmly planted into the ground and unable to act. Additionally, you feel susceptible to fire but attuned to the healing power of nature.
ID: 31854^6
You are now a tree, firmly planted into the ground and unable to act. Additionally, you feel susceptible to fire but attuned to the healing power of nature.
ID: 31855^6
Fire is hot.
ID: 31856^6
Anriella's protection harms anyone who tries to attack its focus. The natural aura however leaves the focus susceptible to several forms of rot...
ID: 31857^6
A vicious naeya bite.
ID: 31858^6
Diminishes the power of healing spells that are applied to you by a small amount.
ID: 31859^6
A wave of light radiates outward from your body.
ID: 31860^6
A shining barrier protects the bearer of this effect from both physical and magical damage. The bearer is additionally granted the ability to do more melee damage. Shattering the barrier will dispel the bearer's increased strength.
ID: 31861^6
A shining barrier of light reduces the effectiveness of direct healing spells that are cast on you. Additionally the barrier will prevent duration healing spells from aiding you.
ID: 31862^6
You find yourself taking longer to channel spells and you are swinging your weapons much less enthusiastically than before. You also feel repelled from this spell's caster. Additionally, you feel your life force slowly draining away.
ID: 31863^6
You find it is harder to think. Spells that you try and cast now require more mana. You also feel that your stamina is being drained and used against you. Additionally, you feel your life force slowly draining away.
ID: 31864^6
A violent explosion throws you backwards and leaves your legs entrapped in grasping vines. Additionally, you feel your life force slowly draining away.
ID: 31865^6
You can't see.
ID: 31866^6
You are being pulled toward the darkness.
ID: 31867^6
Your brain and body begin to burn.
ID: 31868^6
Thinking begins to hurt your brain. You feel disoriented and in pain every time you successfully cast a spell.
ID: 31869^6
You have struck pure fear into the heart of this being, they are now fleeing in terror!
ID: 31870^6
Ethereal vines seem to spring up from the ground and latch onto your legs. Moving around the room feels increasingly difficult.
ID: 31871^6
It hurts to think.
ID: 31872^6
Your decision to purify your allies has left you unable to channel further purification spells. You may regret your decision...
ID: 31873^6
You feel your life force slowly draining away.
ID: 31874^6
Your mind and body feel replenished.
ID: 31877^6
Transforms you into the likeness of arcane creatures.
ID: 31878^6
Transforms you into the likeness of nature creatures.
ID: 31879^6
Transforms you into the likeness of light creatures.
ID: 31880^6
Transforms you into the likenesss of dark creatures.
ID: 31881^6
Infuses you with the power of wind.
ID: 31882^6
Deliver the box of supplies to Tasara without being attacked.
ID: 31883^6
Gives you the appearance of the thel ereth ril.
ID: 31885^6
Decreases melee speed.
ID: 31895^6
The Blessed Sword can be used to disarm the giants of Kael if they are weak enough.
ID: 31898^6
Throw the tainted sword into a holy bonfire.
ID: 31899^6
Fear surges through your body as you are stabbed by the tainted blade.
ID: 31901^6
Provides liquid courage to Merc McFader's mercenary.
ID: 31902^6
Provides a spell shield and melee shield. Reflects melee and spell damage.
ID: 31903^6
Grants you control of one of Merc McFader's mercenaries.
ID: 31906^6
Increases power based on the level of inebriation.
ID: 31911^6
Hides the bearer in another mode of reality.
ID: 31912^6
The flesh of Kael apparitions gives you a glimpse into the hidden world.
ID: 31913^6
Slows melee attacks and spell casting speed.
ID: 31914^6
Damages HP and mana.
ID: 31916^6
You cannot hide from your mistakes.
ID: 31919^6
Gives command over powerful creatures.
ID: 31921^6
Protection from melee damage.
ID: 31925^6
The Triunity marks you for death.
ID: 31929^6
Vines reduce your movement and melee speed, and proc a damaging spell when beneficial spells are cast.
ID: 31931^6
Stuns and reduces HP.
ID: 31932^6
Reduces attack power and accuracy. Has a chance to proc a damaging spell on yourself when a damage spell is cast.
ID: 31934^6
Reduces HP and endurance. Provides a damage shield rune. If this rune is lost, it dooms a damage spell on you.
ID: 31936^6
Changes your form and reduces your casting level.
ID: 31937^6
Damages HP and pushes you away from the caster.
ID: 31938^6
Increased the damage from Tidal Wave.
ID: 31939^6
Damages HP and causes blindness.
ID: 31940^6
Damages HP and dooms instant death.
ID: 31942^6
Has a chance to damage HP when casting resurrection spells.
ID: 31944^6
Damages HP. Causes the afflicted to faint if the spell is dispelled.
ID: 31946^6
Has the chance to damage you when you cast spells.
ID: 31949^6
Causes silence and amnesia. Damages HP.
ID: 31950^6
Launches you into the air, damages HP, and lowers hate.
ID: 31951^6
Launches you into the air, damages HP, and lowers hate.
ID: 31952^6
Launches you into the air, damages HP, and lowers hate.
ID: 31953^6
Focuses damage done by the the Avatar of Sholoth's spells.
ID: 31954^6
Focuses damage done by the Avatar of Ladrys's spells.
ID: 31955^6
Focuses damage done by the Avatar of Oseka's spells.
ID: 31956^6
Focuses damage done by the Avatar of Lunanyn's spells.
ID: 31957^6
Focuses damage done by the Avatar of Illdaera's spells.
ID: 31958^6
Focuses damage done by the Avatar of Ryken's spells.
ID: 31959^6
Focueses damage done by the Avatar of Kolos's spells.
ID: 31960^6
Focuses damage done by the Avatar of Alra's spells.
ID: 31971^6
Damages HP, ignites mana, and dooms fear.
ID: 31972^6
Your mind is gripped with fear.
ID: 31973^6
Your life has ended.
ID: 31974^6
You become a pawn of the Triunity.
ID: 31975^6
Damages HP and reduces casting level by 10 levels.
ID: 31976^6
Focuses the damage of Thel Blight. Slows movement rate and damages HP.
ID: 31978^6
You become a worshipper of the Triunity.
ID: 31979^6
Causes you to follow your leader.
ID: 31980^6
Causes you to follow your leader.
ID: 31981^6
You become a formidable follower of your enemy.
ID: 31985^6
Silence.
ID: 31986^6
You will now be executed.
ID: 31989^6
You cannot see the world spinning before your eyes.
ID: 31992^6
You run in fear, swinging wildly and damaging your comrades.
ID: 31994^6
Damages HP every tick.
ID: 31995^6
Damages HP and focuses fire damage.
ID: 31996^6
Damages HP and pushes you away from the caster.
ID: 31997^6
Reduces HP, movement rate, and melee speed.
ID: 31998^6
Enthralls you and causes you to feign death.
ID: 32000^6
Damages HP, stuns, and causes blindness.
ID: 32003^6
You become the Triunity's champion.
ID: 32005^6
The force of the LRK shot stuns you.
ID: 32006^6
The Exoblast's explosion stuns you.
ID: 32007^6
Causes you to lash out at anyone near you.
ID: 32008^6
A follower is about to placed in your command.
ID: 32019^6
Your mind is controlled by an unseen force.
ID: 32020^6
A curse causes you to lose health and mana over time.
ID: 32021^6
Your movement and melee speed slow while health is lost over time.
ID: 32023^6
Your attacks slow while losing health over time.
ID: 32025^6
You are pushed away from the caster of this spell.
ID: 32026^6
Gathers several blades from the belt of daggers.
ID: 32027^6
Guild Tribute Benefit.
ID: 32028^6
Guild Tribute Benefit.
ID: 32029^6
Guild Tribute Benefit.
ID: 32030^6
Guild Tribute Benefit.
ID: 32031^6
Guild Tribute Benefit.
ID: 32032^6
Guild Tribute Benefit.
ID: 32033^6
Guild Tribute Benefit.
ID: 32034^6
Guild Tribute Benefit.
ID: 32035^6
Guild Tribute Benefit.
ID: 32036^6
Summons a terribly tired skull to accompany you.
ID: 32037^6
Summons a tiny tentacle terror to accompany you.
ID: 32038^6
Summons a Prank-O-Lantern that you can throw at your target.
ID: 32039^6
Hurls the Prank-O-Lantern at your target.
ID: 32040^6
Throws the Cursed Mummy Wrappings at your target, turning them into a mummy for a short time.
ID: 32041^6
Changes the looks of your pet.
ID: 32042^6
Changes the user into a hadal templar and casts another spell that offers some AC and endurance
ID: 32043^6
Grants the wearer an increase to their AC and endurance
ID: 32044^6
Summons a loyal oashim to accompany you.
ID: 32045^6
Summons a fast Goral Stalker mount.
ID: 32046^6
Summons a very fast Goral Stalker mount. Additionally offers a mount blessing which increases your maximum endurance by 250, maximum mana by 250, maximum health by 300, and armor class by 100.
ID: 32047^6
Summons a fast pegasus mount.
ID: 32048^6
Summons a very fast pegasus mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 32049^6
Summons a fast parade armored pegasus mount.
ID: 32050^6
Summons a very fast parade armored pegasus mount.
ID: 32051^6
Summons a fast battle armored pegasus mount.
ID: 32052^6
Summons a very fast battle armored pegasus mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 32053^6
Summons a fast onyx skystrider mount.
ID: 32054^6
Summons a very fast onyx skystrider mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 32055^6
Summons a fast parade armored onyx skystrider mount.
ID: 32056^6
Summons a very fast parade armored onyx skystrider mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 32057^6
Summons a fast battle armored onyx skystrider mount.
ID: 32058^6
Summons a very fast battle armored onyx skystrider mount.
ID: 32059^6
Summons a fast dreadmare mount.
ID: 32060^6
Summons a very fast dreadmare mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 32061^6
Summons a fast blazing skystrider mount.
ID: 32062^6
Summons a very fast blazing skystrider mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 32063^6
Summons a fast mechanical skystrider mount.
ID: 32064^6
Summons a very fast mechanical skystrider mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 32065^6
Summons a fast celestial skystrider mount.
ID: 32066^6
Summons a very fast celestial skystrider mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 32067^6
Summons a fast dragonscale skystrider mount.
ID: 32068^6
Summons a fast dragonscale skystrider mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120. Note: If you complete the mission 'Hatching a Plan' the mount blessing will increase your maximum mana by 400, maximum health by 500, and armor class by 120.
ID: 32092^6
You lose health over time.
ID: 32093^6
Summons a very fast prismatic selyrah mount.
ID: 32094^6
You lose health over time.
ID: 32098^6
Decreases the reuse time of Sundering Discipline by 21 percent.
ID: 32099^6
Decreases the reuse time of Sundering Discipline by 28 percent.
ID: 32114^6
Increases damage mitigation by 65 percent for up to 18 seconds.
ID: 32142^6
Surrounds the target area with burning flames.
ID: 32177^6
Gives you a chance to proc a defensive buff whenever you are struck in combat for up to %z.
ID: 32178^6
Reduces incoming damage by #5 percent up to a maximum of @5 for up to %z.
ID: 32200^6
Cloaks you in a shimmering illusion that makes you appear to be a Daft Trickster.
ID: 32201^6
Cloaks you in a shimmering illusion that makes you appear to be a Daft Trickster.
ID: 32202^6
Cloaks you in a shimmering illusion that makes you appear to be a Daft Trickster.
ID: 32203^6
Cloaks you in a shimmering illusion that makes you appear to be a Daft Trickster.
ID: 32204^6
Uses the power of Illdaera, Kolos, and Lunanyn inside the pendant to trick defenders into fighting for you.
ID: 32297^6
Guild Tribute Benefit.
ID: 32300^6
Reduces movement rate by 45 percent for up to %z.
ID: 32307^6
Grants a #1 percent chance to reflect incoming spells for up to %z.
ID: 32313^6
Draws your enemy closer for up to %z.
ID: 32348^6
Reduces disease resistance by #5 for up to %z.
ID: 32372^6
Transforms the caster into a large golem for up to %z.
ID: 32376^6
Procs a poison-based attack upon successful melee attacks.
ID: 32378^6
Reduces undead target's melee speed by thirty percent for up to %z.
ID: 32385^6
Roots and mesmerizes affected enemies up to level 94 for up to %z. Upon awakening, enemy targets have a significantly reduced movement rate.
ID: 32388^6
Reduces movement rate and reduces accuracy for up to %z.
ID: 32399^6
Causes all instant detrimental spells level 91 and greater to twincast for up to %z.
ID: 32401^6
Changes the user into a Girplan and casts another spell that offers an increase to maximum health.
ID: 32402^6
Grants the wearer an increase to maximum health.
ID: 32409^6
Heals #1 every six seconds for up to %z.
ID: 32411^6
Instantly strikes your enemy for #1, and then continues to damage them for #2 for up to %z.
ID: 32412^6
Instantly strikes up to 3 targets in front of your for #1, and then continues to damage them for #2 for up to %z.
ID: 32413^6
Causes #5 damage per tick, increases incoming damage by up to 50 percent for up to %z.
ID: 32414^6
Instantly strikes your target for #1, and then silences their ability to cast spells for up to %z.
ID: 32415^6
Instantly strikes your target for #1 damage, and stunning them for up to 3 seconds.
ID: 32416^6
Slows your enemy's attacks by up to 50 percent and inflicts #2 damage per tick for up to %z.
ID: 32424^6
Absorbs incoming damage for the next 10 attacks.
ID: 32426^6
Reduces melee speed and run speed by up to 50 percent for up to %z.
ID: 32427^6
Stuns your enemy for up to %z.
ID: 32432^6
Drains #1 life away per tick for up to %z.
ID: 32435^6
Target is petrified and unable to move. Any damage will break the target out of this petrified state.
ID: 32437^6
The bleeding wound inflicts between #1 and @1 damage for up to %z.
ID: 32441^6
Causes you to run in fear for up to %z.
ID: 32442^6
You are silenced and unable to speak for up to %z.
ID: 32443^6
Incoming damage is increased by up to 30 percent, and you take between #4 and @4 damage per tick for up to %z.
ID: 32444^6
Pins you to the closest object while inflicting #2 damage for up to %z.
ID: 32445^6
Strikes you instantly for #2 and then each tick for #3.
ID: 32446^6
You are charmed for up to 12 seconds.
ID: 32448^6
Reduces mana and health by #2 for up to %z.
ID: 32452^6
Causes intense gravitational effects for up to %z.
ID: 32504^6
Slows movement rate by 20 percent, and triggers Dreadblast upon fading.
ID: 32506^6
Combat and spell casting are slowed by 30 percent. Movement is slowed by 50 percent. Lasts up to %z.
ID: 32510^6
This oily mist smells extremely flammable.
ID: 32511^6
Draws you towards Lord Vyemm with incredible force for up to %z.
ID: 32513^6
Causes up to #1 damage per tick for up to %z.
ID: 32516^6
Charms target for up to %z.
ID: 32517^6
Inflicts #1 damager per tick. Silences target for up to %z.
ID: 32518^6
Inflicrs #1 instantly, then #4 per tick. Roots target and slows melee combat for up to %z.
ID: 32520^6
Draws you in with a strong gravitational effect for up to %z.
ID: 32523^6
Slows and blinds the target for up to %z.
ID: 32524^6
Charms the target for up to %z.
ID: 32525^6
Zlexak has seen you!
ID: 32526^6
Slows the target by 25 percent until removed.
ID: 32527^6
Slows the target by 50 percent until removed.
ID: 32528^6
Slows the target by 75 percent until removed.
ID: 32529^6
Slows the target by 100 percent until removed.
ID: 32532^6
Inflicts #1 damage per tick for up to %z.
ID: 32533^6
Inflicts #1 damage per tick and roots target in place for up to %z.
ID: 32534^6
Increases incoming damage by 60 percent for up to %z.
ID: 32535^6
Strong winds from the dragon's massive wings buffet you with powerful force.
ID: 32537^6
Your body has been charged with electricity!
ID: 32538^6
Chain lightning jumps from body to body!
ID: 32541^6
Inflicts #2 damage per tick and slows melee combat by 35 percent until removed.
ID: 32542^6
You feel an uncontrollable pull.
ID: 32547^6
Inflicts #1 damage per tick.
ID: 32548^6
Inflicts serious damage every 6 seconds.
ID: 32549^6
Slows your spell casting and combat speed by 60 percent.
ID: 32550^6
Massively increases your spell and melee damage.
ID: 32551^6
Dramatically increases healing, mana, and endurance regeneration.
ID: 32552^6
Dispells magical effects.
ID: 32600^6
Decreases the reuse time of Sixth Wind by 5 percent.
ID: 32601^6
Decreases the reuse time of Armor of Mystical Runes by 5 percent.
ID: 32602^6
Decreases the reuse time of Cyclonic Blades by 5 percent.
ID: 32603^6
Decreases the reuse time of Barbed Tongue Discipline by 5 percent.
ID: 32604^6
Decreases the reuse time of Knuckle Break by 5 percent.
ID: 32605^6
Decreases the reuse time of Scorn by 5 percent.
ID: 32607^6
Increases the damage done by Abolish the Undead by #1.
ID: 32608^6
Increases the healing done by Faithful Remedy by #1.
ID: 32609^6
Increases the duration of Zealous Elixir by six seconds.
ID: 32610^6
Increases the damage done by Remonstrance by #1.
ID: 32611^6
Increases the damage done by Venerating Strike and Vitriolic Strike by #1.
ID: 32612^6
Increases the healing done by Fourteenth Catalyst by #1.
ID: 32613^6
Increases the healing done by Zealous Light by #1.
ID: 32614^6
Increases the damage done by Sermon of Condemnation by #1.
ID: 32615^6
Increases the damage done by Chromacleave by #1.
ID: 32616^6
Increases the healing done by Fervent Renewal by #1.
ID: 32617^6
Increases the healing done by Word of Rehabilitation and Word of Recuperation by #1.
ID: 32619^6
Increases the healing done by Zealous Touch by #1.
ID: 32620^6
Increases the damage done by Paean by #1.
ID: 32621^6
Increases the duration of Provocation for Honor by six seconds.
ID: 32622^6
Increases the healing done by Brilliant Light by #1.
ID: 32623^6
Increases the healing done by Burst of Splendor by #1.
ID: 32624^6
Increases the duration of Zealous Cleansing by six seconds.
ID: 32625^6
Increases the damage done by Crush of Tides by #1.
ID: 32626^6
Decreases the reuse time of Force of Oseka by 8 percent.
ID: 32627^6
Increases the damage done by Glorious Exculpation by #1.
ID: 32629^6
Increases the damage done by Vespid Swarm by #1.
ID: 32630^6
Decreases the reuse time of Enraging and Jolting Crescent Kicks by 5 percent.
ID: 32631^6
Decreases the reuse time of Jolting Crescent Kicks by 5 percent.
ID: 32632^6
Increases the damage done by Rime-laced Wind by #1.
ID: 32633^6
Increases the damage done by Beastwood Ash by #1.
ID: 32634^6
Decreases the reuse time of Heartrip by 10 percent.
ID: 32635^6
Increases the healing done by Desperate Downpour by #1.
ID: 32636^6
Increases the damage done by Summer's Squall Burn and Splash by #1.
ID: 32637^6
Increases the damage done by Provoking Shot by #1.
ID: 32639^6
Increases the damage done by Bond of Korum by #1.
ID: 32640^6
Increases the damage done by Korum's Bite by #1.
ID: 32641^6
Increases the duration of Provocation for Power by six seconds.
ID: 32642^6
Increases the damage done by Suppurating Darkness by #1.
ID: 32643^6
Increases the damage done by Plague of Piqiorn by #1.
ID: 32644^6
Decreases the reuse time of Gouging Blade by 5 percent.
ID: 32645^6
Increases the damage done by Spear of Sholoth by #1.
ID: 32646^6
Increases the damage done by Dire Allegation by #1.
ID: 32647^6
Increases the damage done by Touch of Urash by #1.
ID: 32649^6
Increases the damage done by Abolish the Divergent by #1.
ID: 32650^6
Increases the damage done by Heliacal Flare by #1.
ID: 32651^6
Increases the duration of Nature's Tranquility by six seconds.
ID: 32652^6
Increases the healing done by Sanavida by #1.
ID: 32653^6
Increases the damage done by Lunar Chill by #1.
ID: 32654^6
Increases the damage done by Horde of Vespids by #1.
ID: 32655^6
Increases the damage done by Roar of Kolos by #1.
ID: 32656^6
Increases the healing done by Survival of the Prosperous by #1.
ID: 32657^6
Increases the damage done by Winter's Sear Frostbite and Burn by #1.
ID: 32658^6
Increases the damage done by Summer Zenith by #1.
ID: 32659^6
Increases the healing done by Adrenaline Flood by #1.
ID: 32660^6
Increases the damage done by Chill of the Natureward by #1.
ID: 32661^6
Increases the damage done by Nature's Scorching Wrath by #1.
ID: 32663^6
Decreases the reuse time of Sixth Wind by 5 percent.
ID: 32664^6
Decreases the reuse time of Tiger's Balance by 5 percent.
ID: 32665^6
Decreases the reuse time of Crane Stance by 5 percent.
ID: 32666^6
Decreases the reuse time of Diamondpalm Discipline by 5 percent.
ID: 32667^6
Decreases the reuse time of Seven-Step Pattern by 5 percent.
ID: 32668^6
Decreases the reuse time of Decry Death by 5 percent.
ID: 32669^6
Decreases the reuse time of Six Breaths by 5 percent.
ID: 32671^6
Increases the duration of Wasinai's Chant of Disease by six seconds.
ID: 32672^6
Increases the duration of Kalbrok's Chant of Frost by six seconds.
ID: 32673^6
Increases the healing done by each pulse of Chorus of Lunanyn by #1.
ID: 32674^6
Increases the duration of Hiqork's Chant of Poison by six seconds.
ID: 32675^6
Increases the damage done by Hykast's Insult by #1.
ID: 32676^6
Decreases the reuse time of Kolain's Lively Crescendo by 7 percent.
ID: 32677^6
Increases the duration of Daevan's Chant of Flame by six seconds.
ID: 32679^6
Decreases the reuse time of Sixth Wind by 5 percent.
ID: 32680^6
Decreases the reuse time of Accost by 5 percent.
ID: 32681^6
Decreases the reuse time of Blinding Gleam by 5 percent.
ID: 32682^6
Decreases the reuse time of Razor's Edge Discipline by 5 percent.
ID: 32683^6
Increases the damage done by Toxic Blade Strike by #1.
ID: 32684^6
Increases the damage done by Lacerate by #1.
ID: 32685^6
Decreases the reuse time of Pinpoint Liabilities by 5 percent.
ID: 32686^6
Decreases the reuse time of Eradicator's Discipline by 5 percent.
ID: 32688^6
Increases the damage done by Hiqork's Spear of Venom by #1.
ID: 32689^6
Increases the duration of Talisman of the Lion by six seconds.
ID: 32690^6
Increases the damage done by Yubai's Affliction by #1.
ID: 32691^6
Increases the healing done by Progenitor's Intervention by #1.
ID: 32692^6
Increases the damage done by Bite of the Grendlaen by #1.
ID: 32693^6
Increases the healing done by Gotikan's Mending by #1.
ID: 32694^6
Increases the damage done by Yubai's Rain of Venom by #1.
ID: 32695^6
Increases the damage done by Hoodoo by #1.
ID: 32696^6
Increases the damage done by Ice Mass by #1.
ID: 32697^6
Increases the damage done by Nectar of Sholoth by #1.
ID: 32698^6
Increases the duration of Phantom of Renewal by six seconds.
ID: 32700^6
Increases the damage done by Ulork's Decay by #1.
ID: 32701^6
Increases the damage done by Grip of Zargo by #1.
ID: 32702^6
Increases the damage done by Doom by #1.
ID: 32703^6
Increases the damage done by Mortification by #1.
ID: 32704^6
Increases the damage done by Pyre of the Piq'a by #1.
ID: 32705^6
Increases the damage done by Ivrikdal's Pallid Haze by #1.
ID: 32706^6
Increases the damage done by Pyre of Hazarak by #1.
ID: 32707^6
Increases the damage done by Ignite Potential by #1.
ID: 32708^6
Increases the damage done by Naeya Venom by #1.
ID: 32709^6
Increases the damage done by Blazing Shadow by #1.
ID: 32710^6
Increases the damage done by Provocation for Blood by #1.
ID: 32711^6
Increases the damage done by Coruscate Bones by #1.
ID: 32712^6
Increases the damage done by Necrotizing Wounds by #1.
ID: 32714^6
Increases the damage done by Frigid Lure and Blazelure by #1.
ID: 32715^6
Increases the damage done by Thoughtfreeze by #1.
ID: 32716^6
Increases the damage done by Cloudburst Tempest by #1.
ID: 32717^6
Increases the damage done by Frozen Pillar and Burning Pillar by #1.
ID: 32718^6
Decreases the reuse time of Placid Harvest by 5 percent.
ID: 32719^6
Increases the damage done by Frost Snap and Flashflares by #1.
ID: 32720^6
Increases the damage done by Lightning Swarm by #1.
ID: 32721^6
Increases the damage done by Chaos Blaze by #1.
ID: 32722^6
Increases the damage done by Rime Cascade and Daevan's Fire by #1.
ID: 32723^6
Increases the damage done by Ethereal Blaze, Ethereal Barrage, and Ethereal Frost by #1.
ID: 32724^6
Increases the damage done by Claw of the Abyss by #1.
ID: 32725^6
Increases the damage done by Pure Wildspark by #1.
ID: 32726^6
Increases the damage done by Thricewoven Potential by #1.
ID: 32728^6
Increases the damage done by Bolt of Molten Steel by #1.
ID: 32729^6
Decreases the reuse time of Gather Capacity by 5 percent.
ID: 32730^6
Increases the damage done by Beam of Molten Steel by #1.
ID: 32731^6
Increases the damage done by Strike of Many by #1.
ID: 32732^6
Increases the damage done by Rain of Molten Steel by #1.
ID: 32733^6
Increases the damage done by Shock of Argathian Steel by #1.
ID: 32734^6
Increases the damage done by Burning Sands by #1.
ID: 32735^6
Increases the damage done by Fickle Flames by #1.
ID: 32736^6
Decreases the reuse time of Ruthless Servant by 5 percent.
ID: 32737^6
Increases the damage done by Spear of Molten Steel by #1.
ID: 32739^6
Increases the duration of Misleading Flash by six seconds.
ID: 32740^6
Increases the damage done by Chromatic Flash by #1.
ID: 32741^6
Increases the damage done by Chromaruin by #1.
ID: 32742^6
Increases the damage done by Suffocation by #1.
ID: 32743^6
Increases the duration of Suffocation by six seconds.
ID: 32744^6
Increases the damage done by Arcane Assault by #1.
ID: 32745^6
Increases the duration of Peaceful Wave by six seconds.
ID: 32746^6
Increases the damage done by Mind Spiral by #1.
ID: 32747^6
Increases the duration of Mind Spiral by six seconds.
ID: 32748^6
Increases the damage done by Mindscythe by #1.
ID: 32749^6
Increases the duration of Sedative Stare by six seconds.
ID: 32750^6
Increases the damage done by Tears of Wreliard by #1.
ID: 32752^6
Increases the healing done by Salve of Yubai by #1.
ID: 32753^6
Increases the damage done by Binaesa Blood by #1.
ID: 32754^6
Decreases the reuse time of Tumult of Claws by 5 percent.
ID: 32755^6
Increases the damage done by Silbar's Endemic by #1.
ID: 32756^6
Increases the damage done by Rotsil's Bite by #1.
ID: 32757^6
Increases the damage done by Frozen Cyanin by #1.
ID: 32758^6
Increases the damage done by Frostrift Lance by #1.
ID: 32759^6
Increases the duration of Growl of the Lion by six seconds.
ID: 32760^6
Decreases the reuse time of Barrage by 5 percent.
ID: 32761^6
NA Increases the healing done by Yurv's Mending by #1.
ID: 32763^6
Decreases the reuse time of Sixth Wind by 5 percent.
ID: 32764^6
Decreases the reuse time of Early Retaliation by 5 percent.
ID: 32765^6
Decreases the reuse time of Kick in the Teeth by 5 percent.
ID: 32766^6
Increases the damage done by Spirited Axe Throw by #1.
ID: 32767^6
Decreases the reuse time of Temple Smash by 4 percent.
ID: 32768^6
Decreases the reuse time of Tendon Slash by 4 percent.
ID: 32769^6
Decreases the reuse time of Sundering Volley by 4 percent.
ID: 32770^6
Decreases the reuse time of Axe of Illdaera by 4 percent.
ID: 32780^6
Grants the user 1 extra mercenary slot for the duration of this buff.
ID: 32782^6
Causes your opponent to fall into an enchanted sleep.
ID: 32783^6
Changes the looks of your pet.
ID: 32784^6
Changes the user into an Izon and casts another spell that offers an increase to maximum health and some AC.
ID: 32785^6
Grants the wearer an increase to maximum health and some AC.
ID: 32786^6
Changes the looks of your pet.
ID: 32787^6
Changes the user into a Rallosian Goblin and casts another spell that offers some AC.
ID: 32788^6
Grants the wearer an increase to AC.
ID: 32789^6
Provides levitation.
ID: 32790^6
Increases your run speed for a short time.
ID: 32792^6
You are pushed away by a blast of hot desert air.
ID: 32793^6
You are stunned and lose health over time.
ID: 32809^6
Grants you a protective shield which will damage enemies that attack you, while increasing your movement rate.
ID: 32812^6
Guild Tribute Benefit.
ID: 32813^6
Changes the user into a Lightning Warrior and casts another spell that offers some AC.
ID: 32814^6
Changes the looks of your pet.
ID: 32815^6
Grants the wearer an increase to AC.
ID: 32816^6
Summons a cloud that reminds you of the bad you luck you had while wearing the Grey Gloves.
ID: 32817^6
Summons a shard golem familiar.
ID: 32818^6
Summons a disembodied elk head that follows you around.
ID: 32819^6
Summons a banshee that attacks your target for a short time.
ID: 32820^6
Summons a foul tempered black cat that occasionally claws at other adventurers.
ID: 32821^6
Cloaks you in a drachnid illusion.
ID: 32822^6
Summons a rabbit that attacks your target for a short time.
ID: 32823^6
Gets you drunk and gives you a chance to reflect spell damage.
ID: 32824^6
Cloaks you in a bat illusion.
ID: 32825^6
Throws a pie at your target, turning them into a feraling. You can't throw this at yourself.
ID: 32834^6
This balm heats your skin as it heals. Sometime the heat gets a bit intense.
ID: 32838^6
Flip this coin to make it split. Half the time it will split into more coins.
ID: 32875^6
Changes the user into an Undead Gnoll and casts another spell that offers some AC.
ID: 32876^6
Changes the look of your pet.
ID: 32877^6
Grants the wearer an increase to AC.
ID: 32878^6
Cloaks you in a shimmering illusion that makes you appear to be an Iksar Skeleton
ID: 32879^6
Cloaks you in a shimmering illusion that makes you appear to be a Sarnak
ID: 32880^6
Summons a fast Balebri's Horse mount.
ID: 32881^6
Summons a very fast Balebri's Horse mount. Additionally offers a mount blessing which increases your maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 32882^6
Summons a fast Dallyn's Horse.
ID: 32883^6
Summons a very fast Dallyn's Horse mount. Additionally offers a mount blessing which increases your maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 32884^6
Summons a fast Meleen's Horse mount.
ID: 32885^6
Summons a very fast Meleen's Horse mount. Additionally offers a mount blessing which increases your maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 32886^6
Summons a fast Rhyan's Horse mount.
ID: 32887^6
Summons a very fast Rhyan's Horse mount. Additionally offers a mount blessing which increases your maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 32888^6
Summons a fast Tahka's Horse mount.
ID: 32889^6
Summons a very fast Tahka's Horse mount. Additionally offers a mount blessing which increases your maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 32892^6
A shield of stone that can only be broken with a Ry`Gorr pickaxe.
ID: 32893^6
Calls forth your personal attendant.
ID: 32894^6
Calls forth your personal attendant.
ID: 32895^6
Changes the user into a Dark Bellikos and casts another spell that offers some AC.
ID: 32896^6
Changes the look of your pet.
ID: 32897^6
Grants the wearer an increase to AC.
ID: 32901^6
Summons an image of two playful aviaks who circle around you.
ID: 32902^6
Places the aviak pull along toy on the ground, which you pull along behind you.
ID: 32903^6
Summons a dwarven milk maid who hands out milk to eight nearby adventurers.
ID: 32904^6
Summons a dancing lady who hands out dance tokens to nine nearby adventurers.
ID: 32905^6
Summons a leaping lord who hands out tokens of leaping to ten nearby adventurers.
ID: 32906^6
Summons a satyr piper who hands out tokens of fanfare to eleven nearby adventurers.
ID: 32907^6
Summons a hasty bard who makes twelve nearby adventurers run faster.
ID: 32908^6
Causes nearby adventurers to dance.
ID: 32909^6
Causes you to leap forward a short distance.
ID: 32910^6
Summons a magical tome that will guide you on your quests.
ID: 32911^6
Reduces your base statistics and movement bonuses as well as making you unable to reap the benefits of certain spells that increase your endurance regeneration.
ID: 32912^6
Reduces your base statistics and movement bonuses as well as making you unable to reap the benefits of invulnerability spells.
ID: 32913^6
Reduces your base statistics and movement bonuses as well as making you unable to cast certain types of curing spells or slay undead opponents.
ID: 32914^6
Reduces your base statistics and movement bonuses as well as reducing the speed at which you can cast spells that impair the movement of your opponents.
ID: 32915^6
Reduces your base statistics and movement bonuses as well as making you unable to reap the benefits of spells that increase the amount of hate you generate.
ID: 32916^6
Reduces your base statistics and movement bonuses as well as reducing the speed at which you can cast spells that impair the movement of your opponents.
ID: 32917^6
Reduces your base statistics and movement bonuses as well as causing your attempts to escape from combat to alert any nearby enemies. Also impairs your ability to unleash flurries of attacks.
ID: 32918^6
Reduces your base statistics and movement bonuses as well as causing your attempts to escape from combat to alert any nearby enemies. Also reduces the range to which your songs will affect your allies.
ID: 32919^6
Reduces your base statistics and movement bonuses as well as causing your attempts to escape from combat to alert any nearby enemies. Also removes your ability to do frontal backstabs.
ID: 32920^6
Reduces your base statistics and movement bonuses as well as making you unable to cast spells which allow you and your allies to trigger special combat effects.
ID: 32921^6
Reduces your base statistics and movement bonuses as well as making you unable to reap the benefits of death bloom.
ID: 32922^6
Reduces your base statistics and movement bonuses as well as reducing the speed at which you can cast most multiple target spells.
ID: 32923^6
Reduces your base statistics and movement bonuses as well as reducing the speed at which you can cast most multiple target spells.
ID: 32924^6
Reduces your base statistics and movement bonuses as well as reducing the speed at which you can cast stunning and charming spells.
ID: 32925^6
Reduces your base statistics and movement bonuses as well as reducing the duration that your temporary pets will survive.
ID: 32926^6
Reduces your base statistics and movement bonuses as well impairing your ability to unleash flurries of attacks or perform triple attacks.
ID: 32927^6
Angers nearby targets.
ID: 32928^6
You fall down.
ID: 32929^6
Drains #1 from your target.
ID: 32930^6
Causes your opponents to fly backwards and take #1 damage.
ID: 32931^6
Deals #1 damage instantly to a number of targets as well as continually doing #2 damage and draining #3 mana and #4 endurance every tick.
ID: 32932^6
Deals damage to a number of your enemies.
ID: 32933^6
Causes your enemies to fly backwards as you beat your wings. Also deals a small bit of damage.
ID: 32934^6
Causes your target's body to become rigid making them fall to the ground stunned as well as take a small bit of damage.
ID: 32935^6
Causes your target to become a corrupted gargoyle, infecting them with a curse that will kill them if not cured.
ID: 32936^6
Turns your target into a broken gargoyle, killing them instantly.
ID: 32937^6
Inflicts #3 damage every six seconds.
ID: 32938^6
A rare moment of compassion completely restores your health, mana and endurance.
ID: 32939^6
Causes all targets standing behind you to run away in fear.
ID: 32940^6
Causes all of the targets you face to run away in fear.
ID: 32941^6
Removes the head of your target, causing #1 damage.
ID: 32942^6
Briefly increases your chance to counter incoming attacks, but will decrease your damage mitigation afterwards.
ID: 32943^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 32944^6
A long forgotten aria that cleanses the target's body of poison, disease, curses, and corruption.
ID: 32945^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 32946^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 32947^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 32948^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 32949^6
You are pulled toward Vsariard because you have drawn its attention toward you. This effect will become stronger the further you try and run from the Revelation.
ID: 32950^6
A light gust of wind.
ID: 32951^6
You have been blessed by the wind.
ID: 32952^6
You have been blessed by the wind.
ID: 32953^6
Teleports you to the Jaggedpine Forest.
ID: 32954^6
You lay down to take a nap.
ID: 32962^6
Brings you to your target and holds you in place.
ID: 32963^6
Bestows a stoneskin. If the skin is broken, the bearer lashes out with rage.
ID: 32965^6
Damages HP, prevents the casting of cold spells, and spreads virally.
ID: 32966^6
Reflects and absorbs melee and spell damage. Can heal or harm, depending upon how it is removed.
ID: 32969^6
Damages HP each tick. Freezes bearer if HP falls below 40 percent.
ID: 32970^6
Disables movement and action.
ID: 32971^6
Increases attack power and melee speed.
ID: 32975^6
Heals wounds.
ID: 32976^6
Adds lifetap to melee attacks.
ID: 32977^6
Decreases the chances of casting a spell successfully.
ID: 32978^6
Damages HP every tick.
ID: 32979^6
Pushes you away from caster, roots you, and damages HP every tick.
ID: 32980^6
Increases damage done and melee speed.
ID: 32982^6
Defends against physical damage and reflects spell damage.
ID: 32983^6
Damages HP every tick.
ID: 32984^6
Use this gem on Vorken or Klaggan Iceshard to convince them to talk.
ID: 32986^6
You have been temporarily blinded by the Dragon Eye Gem.
ID: 32987^6
You have been temporarily incapacitated by the Dragon Eye Gem.
ID: 32989^6
Your senses have been addled by a bash from an irate skeleton.
ID: 33034^6
You flee due to overwhelming fear.
ID: 33051^6
Summons a tiny dragonscale skystrider to your side.
ID: 33052^6
Increases armor class and resists temporarily.
ID: 33053^6
Restores a small amount of health.
ID: 33058^6
Engulfs your target in flame, causing between #1 and @1 damage.
ID: 33060^6
Poisons your target, inflicting #1 to @1 damage and lowering movement for up to %z.
ID: 33063^6
Crushes your target with a wave of water, causing #1 to @1 damage and lowering attack speed for up to %z.
ID: 33064^6
The fury of the sea invigorates you, increasing your armor class and attack speed.
ID: 33066^6
Causes holy light to wash over your target, causing #1 to @1 damage to undead creatures and vampires.
ID: 33068^6
Constricts your target's throat, causing between #1 and @1 damage and lowering their strength and agility for %z.
ID: 33069^6
Consumes #1 of your health, returning #2 mana to your mind.
ID: 33071^6
Strikes your target, draining #1 to @1 health and angering them.
ID: 33072^6
Drains your target for up to @1 damage.
ID: 33075^6
A relaxing effect that keeps you calm.
ID: 33076^6
Fear shard energy grants you increased attributes, resists, and armor class.
ID: 33077^6
Toxic beverage fumes inflict fear.
ID: 33078^6
Strong drink knocks you into a false death.
ID: 33079^6
Transforms your visage into Cazic-Thule. Grants additional health and AC.
ID: 33080^6
instant
ID: 33084^6
Changes the look of your pet.
ID: 33085^6
Changes the user into a male Regal Vampire and casts another spell that offers some AC.
ID: 33086^6
Changes the user into a female Regal Vampire and casts another spell that offers some AC.
ID: 33087^6
Grants the wearer an increase to AC.
ID: 33088^6
Calls forth your personal attendant.
ID: 33089^6
Turns you into the face of death temporarily.
ID: 33090^6
Your soul has been harvested.
ID: 33091^6
Reduces HP each tick. Lowers melee speed.
ID: 33092^6
Puts the target in a subdued state.
ID: 33094^6
Transforms you into a seaweed monster. Gain health, mana, and AC.
ID: 33095^6
Transforms you into a seaweed monster. Gain health, mana, and AC.
ID: 33096^6
Infuses you with a fiery barrier of protection.
ID: 33097^6
Infuses you with a fiery barrier of protection.
ID: 33098^6
Grants increased regeneration of health, mana, and endurance.
ID: 33099^6
Opens an arcane portal that teleports all nearby allies to a Guild Hall Anchor owned by the caster.
ID: 33100^6
Allows you to move with silent steps.
ID: 33101^6
Collects a dragon egg and places it in the incubator.
ID: 33102^6
Removes a dragon egg from the incubator and places it carefully on the ground.
ID: 33104^6
Your ability to cast spells and use abilities has been limited. You must move away from where this spell was cast to remove its effects.
ID: 33105^6
Poison causes your movement speed to slow.
ID: 33187^6
instant
ID: 33188^6
instant
ID: 33189^6
Propels you forward with steamwork technology.
ID: 33190^6
A mechanized blade that emits fear mist.
ID: 33191^6
Insert planar goo, chocolate, generic coffee beans, and Taelosian tea leaves for a drink.
ID: 33192^6
Fires a sticky blob of goo at the target. Roots and snares.
ID: 33193^6
Causes the user to teleport a short distance away.
ID: 33194^6
A small clockwork explosive that causes fear in the target. Lowers speed and accuracy.
ID: 33195^6
A small clockwork explosive that slows the target down. Reduces movement speed.
ID: 33196^6
A small clockwork explosive with a big blast radius. Damages multiple targets.
ID: 33197^6
A coffee that really perks you up. Increases movement and melee speed.
ID: 33198^6
A mellow tea that lets you focus. Offers a tiny increase to health, mana, and endurance regeneration.
ID: 33199^6
A tasty hot chocolate that causes people to look at you oddly. The distraction provides a small bonus to parry and dodge.
ID: 33201^6
Grants you protection from Force of Fear.
ID: 33202^6
Increases AC, hitpoints, and mana, while also increasing melee speed and spell damage.
ID: 33203^6
Cause you to flee in fear.
ID: 33206^6
Strong currents push you away.
ID: 33207^6
A strong gust of air pushes you away.
ID: 33208^6
The clay pot explodes with stench. Lowers all attributes.
ID: 33209^6
The clay pot explodes with sticky goo. Slows and snares target.
ID: 33210^6
The clay pot explodes with flames. Deals fire damage over time.
ID: 33211^6
Break the seal to release its power. Significantly boosts cold resist for a short duration.
ID: 33212^6
Break the seal to release its power. Significantly boosts magic resist for a short duration.
ID: 33213^6
Break the seal to release its power. Significantly boosts fire resist for a short duration.
ID: 33214^6
Break the seal to release its power. Significantly boosts poison resist for a short duration.
ID: 33215^6
Break the seal to release its power. Significantly boosts disease resist for a short duration.
ID: 33216^6
Break the seal to release its power. Slightly boosts corruption resist for a short duration.
ID: 33217^6
Freezes the target with fear.
ID: 33218^6
Poison reduces your movement rate.
ID: 33219^6
ID: 33220^6
ID: 33221^6
Your movement rate is reduced.
ID: 33222^6
You are blind with fear, while losing health over time.
ID: 33223^6
An unseen force pulls you toward Danela.
ID: 33224^6
You run in fear.
ID: 33225^6
ID: 33226^6
ID: 33227^6
ID: 33411^6
Has a chance to return mana to you each time you cast a healing spell.
ID: 33484^6
Damages HP. Reduces melee speed and increases casting time.
ID: 33485^6
Damages HP. Reduces melee speed and increases casting time.
ID: 33486^6
Damages HP. Reduces melee speed and increases casting time. Reduces movement speed.
ID: 33487^6
Damages HP.
ID: 33488^6
Damages HP.
ID: 33489^6
Damages HP. Will induce madness if not cured.
ID: 33490^6
Charms. Increase attack power and HP.
ID: 33491^6
Knocks you back and damages HP. Roots you in place.
ID: 33492^6
Damages HP. Reduces walking speed. You must move a certain distance to remove the spell.
ID: 33496^6
Damages HP.
ID: 33497^6
Increases attack power.
ID: 33498^6
Increases attack power.
ID: 33499^6
Increases attack power.
ID: 33500^6
Increases attack power.
ID: 33501^6
Damages HP and reduces HP.
ID: 33502^6
Drastically reduces AC.
ID: 33504^6
Reduces HP and movement speed.
ID: 33506^6
Replenishes HP with every attack.
ID: 33507^6
Damages HP and affects vision.
ID: 33508^6
Stuns, roots, and damages HP.
ID: 33510^6
Damages HP. Reduces casting speed and melee speed.
ID: 33514^6
Damages HP and pulls the target toward the caster.
ID: 33515^6
Damages HP and roots the target.
ID: 33518^6
Damages HP and instills fear.
ID: 33522^6
Provides a barrier against spells and melee attacks. Reflects spell and melee damage.
ID: 33523^6
Damages HP and has a chance to proc a gravitate spell on your target.
ID: 33524^6
Pushes the bearer away from the caster.
ID: 33525^6
Increases defense and adds a defensive proc.
ID: 33527^6
Damages HP and makes the target take more damage from the Meat Mallet spell.
ID: 33531^6
Damages minotaur tents.
ID: 33532^6
Minotaur tents are susceptible to Thistlebrush's fire.
ID: 33534^6
Crush the gem to restore health.
ID: 33535^6
Crush the gem to restore mana.
ID: 33536^6
Crush the gem to restore endurance.
ID: 33538^6
Surrounds you with an invigorating power, increasing maximum health.
ID: 33539^6
Surrounds you with an invigorating power, increasing maximum health and mana.
ID: 33541^6
Elsrop the Crazed has infected your mind with screaming voices which beg you to run away. The voices will leave your mind if you run far enough away from where they were planted. Failing to run away will drive you mad with fear and leave you running fearfully out of control and causing significant damage. Anyone who attempts to rid you of these voices will suffer a similarly debilitating punishment.
ID: 33542^6
Deals damage and knocks you to the ground, interrupting whatever spell you may have been casting.
ID: 33543^6
The voices have driven you mad, leaving you running away in fear and dealing damage when the fear has subsided.
ID: 33544^6
Cragbeak's terrible screech deals more damage the further away from him that you are. The screech was so jarring that you find yourself unable to cast spells as quickly.
ID: 33545^6
Pyebeak's wave of heat deals more damage the further away from her that you are. The damage to your spine was so severe that you find yourself swinging your weapons slower for the time being.
ID: 33546^6
Stonecoat has set a complex trap at your feet. The trap deals negligible damage but if you move from where you are standing you will set it off and take significantly more damage as well as lose a fair amount of your mana and endurance. If you remain still the trap will fail and you will be safe from its impending harm.
ID: 33547^6
Your health mana and endurance are drained.
ID: 33548^6
The strange drake has infected your mind with nightmares harnessed from the fear-shards in the surrounding area. Your base statistics are significantly lowered and you are taking a negligible amount of damage.
ID: 33549^6
Claws rake out at you from the ether. You take damage.
ID: 33550^6
Vilefeaster has bitten you and left you with an infected wound. You will want to cure the disease before it deals too much damage to you.
ID: 33551^6
Plaguespine has infected you with an unusual corruption that is slowly eating away at your health, mana and endurance. Anyone who removes this corruption will take significant damage.
ID: 33552^6
Removing the corruption has caused you to take damage.
ID: 33553^6
Iremaw has set her sights on you. You are unable to feign death or escape from combat to lose her focus. If you run far enough away from where you were first noticed then she will likely return her attention back to someone else. If you do not move far enough away before her focus on you fades then you will take moderate damage.
ID: 33554^6
Iremaw has set her sights on a particular target and is uninterested in anyone else until she has chased them far enough away from where she first noticed them.
ID: 33555^6
You take moderate damage.
ID: 33556^6
Rockspine's violent lashing has caused you moderate damage as well as drained some of your endurance and mana. The lasting impact of these wounds has left you temporarily snared and unable to channel spells.
ID: 33557^6
A fierce bite has caused you to take damage.
ID: 33558^6
You are coated in foul oil that slightly slows your ability to swing weapons and cast spells. Additionally the creatures in the area appear to be much more hostile toward you and you are unable to hide from them with invisibility until this oil wears off.
ID: 33559^6
The serpent's bite has temporarily stunned you and dealt a small amount of damage. Additionally you are snared until you recover from these wounds.
ID: 33560^6
Deals damage.
ID: 33561^6
Your patience has prevented Stonecoat's trap from dealing any damage to you.
ID: 33562^6
The Mineral Extractor can be used to separate different minerals from condensed substances.
ID: 33563^6
The Simple Chemical Filter can filter out particular mineral types from bodies of water.
ID: 33564^6
Shine the light of fear onto another's soul.
ID: 33565^6
Capture an ethereal nightmare that has escaped from the Heart of Fear.
ID: 33566^6
A veil of darkness masks this being from the eyes of the uninitiated.
ID: 33567^6
A dark presence has opened your eyes to what was previously unseen.
ID: 33568^6
Your legs feel weak. Your movement speed has been reduced.
ID: 33569^6
An incomprehensible attack damages your body and drains your mana and endurance.
ID: 33570^6
Your confessions or accusations of murder can be heard here.
ID: 33571^6
Cloaks you in a shimmering illusion that makes you appear to be a Chetari from the Breeding Grounds.
ID: 33572^6
Changes the look of your pet.
ID: 33573^6
Changes the look of your pet.
ID: 33574^6
Changes the user into a female Nihil with runic tattoos and casts another spell that offers some AC.
ID: 33575^6
Changes the user into a male Nihil with runic tattoos and casts another spell that offers some AC.
ID: 33576^6
Changes the user into a Phantom Froglok and casts another spell that offers a little AC and levitation.
ID: 33577^6
Grants the wearer an increase to AC.
ID: 33578^6
Grants the wearer a small increase to AC and levitation.
ID: 33579^6
Calls forth a scribe.
ID: 33580^6
Calls forth a scribe.
ID: 33582^6
Fear
ID: 33584^6
While you are on fire, you may be able to use those flames to harm others.
ID: 33585^6
Instant
ID: 33586^6
Instant
ID: 33587^6
Instant
ID: 33588^6
Pollen invades your body. You are having difficulty avoiding a horrible sneeze.
ID: 33589^6
Instant
ID: 33590^6
Instant
ID: 33591^6
You are firmly in the grasp of the mantrap.
ID: 33592^6
Instant
ID: 33593^6
Instant
ID: 33594^6
Instant
ID: 33595^6
Instant
ID: 33596^6
Instant
ID: 33597^6
Pollen invades your body. You are having difficulty avoiding a horrible sneeze.
ID: 33598^6
Instant
ID: 33599^6
Instant
ID: 33600^6
While you are on fire, you may be able to use those flames to harm others.
ID: 33601^6
Instant
ID: 33602^6
Slows your movement.
ID: 33603^6
You can't cast spells while being bombarded by thorns.
ID: 33604^6
You can't cast spells while being bombarded by thorns.
ID: 33605^6
Instant
ID: 33631^6
Damages HP
ID: 33660^6
Provides a shield against spell damage while increasing attack speed.
ID: 33662^6
Fire causes you to lose health over time.
ID: 33664^6
Provides superior cold resistence.
ID: 33665^6
Provides superior fire resistence.
ID: 33666^6
Provides superior disease and poison resistence.
ID: 33667^6
Provides superior resistence to physical attacks while increasing attack speed.
ID: 33668^6
Provides superior magic resistence.
ID: 33669^6
You lose control of your body as you flee in fear.
ID: 33671^6
Your movement rate is reduced as your bones burn. You must move away from where this spell originally afflicted you in order for it to fade.
ID: 33673^6
Your are compelled to follow King Itkari's commands.
ID: 33674^6
Disease causes you to lose health over time.
ID: 33675^6
Poison causes you to lose health and endurance over time.
ID: 33677^6
Your movement rate, attack speed, and cold resist are all reduced as you lose health over time.
ID: 33678^6
Your use of combat abilities is restricted as you lose health over time.
ID: 33679^6
An ancient curse causes you to lose health and mana over time.
ID: 33681^6
Absorbs a percentage of damage up to a total of 50,000 before fading.
ID: 33683^6
Prevents the use of spells and melee abilities.
ID: 33696^6
You attempt to flee in fear, but your legs will not move.
ID: 33700^6
Damages HP, snares, and reduces melee speed.
ID: 33701^6
Damages HP when you attack.
ID: 33702^6
Damages HP and heals your attacker.
ID: 33703^6
Root and mez.
ID: 33707^6
Lashes your target with fingers of flame, doing #1 damage.
ID: 33708^6
You may occasionally strike your enemies with a shield spike while bashing, inflicting additional damage.
ID: 33710^6
Splits your magic, allowing you to twincast any spell.
ID: 33711^6
Imbues your weapons with a dark energy, giving them a chance to strike for additional damage.
ID: 33716^6
Coats Zalikor's scales in fire.
ID: 33717^6
Grants you the ability to do more damage with your magic based detrimental spells.
ID: 33718^6
Grants you the ability to do more damage with your fire based detrimental spells.
ID: 33719^6
Grants you the ability to do more damage with your cold based detrimental spells.
ID: 33720^6
Grants you the ability to do more damage with your disease and poison based detrimental spells.
ID: 33721^6
Grants you the ability to do more damage with your chromatic and prismatic based detrimental spells.
ID: 33722^6
Adds an extra burst of power to some of your ranged attacks.
ID: 33726^6
The fear crystal has turned you into the perfect meal for Zalikor. You will remain corrupted until you move far enough away from the crystal.
ID: 33736^6
Reflects spell and melee damage.
ID: 33737^6
Lowers resistance to spells.
ID: 33738^6
Charm
ID: 33739^6
Invisibility
ID: 33740^6
Damages HP.
ID: 33741^6
Damages HP and spreads to other targets.
ID: 33743^6
Damages HP and reduces melee speed.
ID: 33745^6
Prevents the use of spells and melee abilities.
ID: 33746^6
Increases incoming damage from spells.
ID: 33747^6
Mesmerizes.
ID: 33748^6
Procs a damaging spell on you when casting damage spells or melee attacking.
ID: 33753^6
Reflects a portion of King Xorbb's oblivion beam.
ID: 33754^6
Empowers the reflection of King Xorbb's oblivion beam.
ID: 33756^6
Damages HP and pushes target away from caster.
ID: 33757^6
Charms and places a damage aura on target.
ID: 33758^6
Damage aura.
ID: 33760^6
Charms and adds mesmerization proc.
ID: 33761^6
Mesmerizes
ID: 33769^6
Begins your tranformation process.
ID: 33770^6
Another aspect of your transformation process.
ID: 33771^6
Coats your weapons in a thick poison that will sicken most dragons within the Breeding Grounds.
ID: 33772^6
Changes the look of your pet.
ID: 33773^6
Changes the look of your pet.
ID: 33774^6
Changes the user into a Satyr Piper and casts another spell that offers some AC.
ID: 33775^6
Changes the user into a Forest Fairy and casts another spell that offers some AC.
ID: 33776^6
Grants the wearer an increase to AC.
ID: 33777^6
Grants the wearer a small increase to AC and levitation.
ID: 33778^6
Calls forth a marionette.
ID: 33779^6
Calls forth a marionette.
ID: 33780^6
Calls forth a marionette.
ID: 33781^6
Calls forth a marionette.
ID: 33782^6
Calls forth a marionette.
ID: 33783^6
Take a fresh cookie
ID: 33885^6
Changes the look of your pet.
ID: 33886^6
Calls forth a bone golem or changes your pet to look like one.
ID: 33887^6
Changes the user into a polar bear and casts another spell that offers some AC.
ID: 33888^6
Changes the user into a bixie soldier and casts another spell that offers a little AC and levitation.
ID: 33889^6
Grants the wearer an increase to AC.
ID: 33890^6
Grants the wearer a small increase to AC and levitation.
ID: 33891^6
Calls forth the forgotten King Hethkan.
ID: 33892^6
Calls forth a large mosquito or changes your pet to look like one.
ID: 33893^6
Changes you into an undead minion of Hethkan.
ID: 33905^6
Causes loss of health over time.
ID: 33909^6
Protects your pet in a shield of runes absorbing a percentage of damage per hit, up to 50,000 total, for up to %z.
ID: 33927^6
While this ability is active, any creature that tries to attack the enchanter has a chance to be stunned in retribution. This ability does not affect creatures that are immune to stunning.
ID: 33953^6
Roots and mesmerizes affected enemies up to level 99 for up to %z. Upon awakening, enemy targets have a significantly reduced movement rate.
ID: 33965^6
Restores #1 mana to you instantly, and returns 750 mana to you each tick for the duration of the effect.
ID: 33966^6
Calls forth a hadal scout or changes your pet to look like one.
ID: 33967^6
Calls forth a vitrik or changes your pet to look like one.
ID: 33968^6
Changes the user into a blood red bellikos and casts another spell that offers some AC.
ID: 33969^6
Changes the user into a robed scrykin and casts another spell that offers some AC.
ID: 33970^6
Grants the wearer an increase to AC.
ID: 33971^6
Grants the wearer an increase to AC.
ID: 33972^6
Calls forth an abyssal girplan or changes your pet to look like one.
ID: 33973^6
Calls forth a night harvest scarecrow or changes your pet to look like one.
ID: 33978^6
Fires a charged bolt of fear.
ID: 33979^6
Gathers a wisp of smoke from a cooking fire
ID: 33980^6
Gathers infectious fluid from an infectious spill
ID: 33981^6
Gathers clear water from a water elemental
ID: 33984^6
Provides a shield of shimmering runes, protecting the bearer from spell damage.
ID: 33985^6
Greatly reduces movement rate, making it almost impossible to move.
ID: 33987^6
Covers your target in blinding mud.
ID: 33988^6
Engulfs your target in burning agony.
ID: 33989^6
Blinds your target with tears.
ID: 33990^6
Sends your target into a deep slumber.
ID: 33997^6
A foul feeling makes you weaker for a few moments.
ID: 33998^6
Enveloped in shadows.
ID: 33999^6
Changes the user into a gelatinous cube and casts another spell that offers some AC.
ID: 34000^6
Quickens the rate at which you regain endurance, but only if your reserves are lower than #3 percent of your maximum.
ID: 34001^6
Quickens the rate at which you regain endurance, but only if your reserves are lower than #3 percent of your maximum.
ID: 34002^6
Quickens the rate at which you regain endurance, but only if your reserves are lower than #3 percent of your maximum.
ID: 34003^6
Sacrifices endurance to receive a seventh wind, allowing you an increased endurance regeneration of #1 every six seconds for %z.
ID: 34004^6
Sacrifices endurance to receive a seventh wind, allowing you an increased endurance regeneration of #1 every six seconds for %z.
ID: 34005^6
Sacrifices endurance to receive a seventh wind, allowing you an increased endurance regeneration of #1 every six seconds for %z.
ID: 34006^6
Your weapon becomes an extension of your body, greatly increasing the rate at which its combat effects will be triggered.
ID: 34007^6
Your weapon becomes an extension of your body, greatly increasing the rate at which its combat effects will be triggered.
ID: 34008^6
Your weapon becomes an extension of your body, greatly increasing the rate at which its combat effects will be triggered.
ID: 34009^6
Mystical symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 34010^6
Mystical symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 34011^6
Mystical symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 34012^6
Absorbs #6 incoming melee damage.
ID: 34013^6
Absorbs #6 incoming melee damage.
ID: 34014^6
Absorbs #6 incoming melee damage.
ID: 34015^6
Incites intense hatred in your target by roaring like Krondal.
ID: 34016^6
Incites intense hatred in your target by roaring like Krondal.
ID: 34017^6
Incites intense hatred in your target by roaring like Krondal.
ID: 34017^7
Drops of Focused Sunlight
ID: 34018^6
Gains your target's undivided attention for 18 seconds. During this period you will have increased armor class and generate more hatred, and your allies will generate less hatred than normal.
ID: 34019^6
Gains your target's undivided attention for 18 seconds. During this period you will have increased armor class and generate more hatred, and your allies will generate less hatred than normal.
ID: 34020^6
Gains your target's undivided attention for 18 seconds. During this period you will have increased armor class and generate more hatred, and your allies will generate less hatred than normal.
ID: 34021^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their hatred during this period.
ID: 34022^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their hatred during this period.
ID: 34023^0
This effect will allow you to locate your campsite, enabling you to gather with your friends quickly.
ID: 34023^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their hatred during this period.
ID: 34024^6
Increases your armor class and causes your actions to generate #6 percent more hatred.
ID: 34025^6
Increases your armor class and causes your actions to generate #6 percent more hatred.
ID: 34026^6
Increases your armor class and causes your actions to generate #6 percent more hatred.
ID: 34027^6
You incite scorn in your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 34028^6
You incite scorn in your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 34029^6
You incite scorn in your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 34030^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 34031^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 34032^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 34033^6
Executes a stormwheel blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 34034^6
Executes a stormwheel blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 34035^6
Executes a stormwheel blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 34036^6
An area-effect ability which improves the armor class of nearby allies.
ID: 34037^6
An area-effect ability which improves the armor class of nearby allies.
ID: 34038^6
An area-effect ability which improves the armor class of nearby allies.
ID: 34042^6
A defensive skill ability which increases the warrior's armor class for %z.
ID: 34043^6
A defensive skill ability which increases the warrior's armor class for %z.
ID: 34044^6
A defensive skill ability which increases the warrior's armor class for %z.
ID: 34045^6
Grants you increased offensive capabilities, but increases the damage you take from all melee strikes by #4 percent.
ID: 34046^6
Grants you increased offensive capabilities, but increases the damage you take from all melee strikes by #4 percent.
ID: 34047^6
Grants you increased offensive capabilities, but increases the damage you take from all melee strikes by #4 percent.
ID: 34048^6
A mighty shout generates a significant amount of hate in your target and lowers its ability to dodge.
ID: 34049^6
A mighty shout generates a significant amount of hate in your target and lowers its ability to dodge.
ID: 34050^6
A mighty shout generates a significant amount of hate in your target and lowers its ability to dodge.
ID: 34051^6
Lowers your chance to dodge incoming attacks by #6 percent and increases your hate for the caster over time.
ID: 34052^6
Lowers your chance to dodge incoming attacks by #6 percent and increases your hate for the caster over time.
ID: 34053^6
Lowers your chance to dodge incoming attacks by #6 percent and increases your hate for the caster over time.
ID: 34054^6
Generates a moderate amount of hatred in your target and grants an auspice that will absorb some incoming melee damage.
ID: 34055^6
Generates a moderate amount of hatred in your target and grants an auspice that will absorb some incoming melee damage.
ID: 34056^6
Generates a moderate amount of hatred in your target and grants an auspice that will absorb some incoming melee damage.
ID: 34057^6
A threshold rune which absorbs #2 percent of any melee strike in excess of $2 damage, up to a total of @2.
ID: 34058^6
A threshold rune which absorbs #2 percent of any melee strike in excess of $2 damage, up to a total of @2.
ID: 34059^6
A threshold rune which absorbs #2 percent of any melee strike in excess of $2 damage, up to a total of @2.
ID: 34060^6
Focuses your energy to attempt to stun your opponent any time you are attacked.
ID: 34061^6
Focuses your energy to attempt to stun your opponent any time you are attacked.
ID: 34062^6
Focuses your energy to attempt to stun your opponent any time you are attacked.
ID: 34063^6
Stuns a creature up to level @1.
ID: 34064^6
Stuns a creature up to level @1.
ID: 34065^6
Stuns a creature up to level @1.
ID: 34072^6
Strikes undead creatures for @1 damage, and has a chance to lower their resistances or inflict massive destruction.
ID: 34073^6
Strikes undead creatures for @1 damage, and has a chance to lower their resistances or inflict massive destruction.
ID: 34074^6
Strikes undead creatures for @1 damage, and has a chance to lower their resistances or inflict massive destruction.
ID: 34075^6
Inflicts massive destruction on an undead target.
ID: 34076^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 34077^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 34078^6
Causes the earth to adhere to your target's feet, preventing them from moving for up to %z.
ID: 34079^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 34080^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 34081^6
Surrounds your target with an aura of protection, warding away corruption for %z.
ID: 34082^6
Cleanses the body of your target, curing severe diseases, poisons, curses, and corruption.
ID: 34083^6
Cleanses the body of your target, curing severe diseases, poisons, curses, and corruption.
ID: 34084^6
Cleanses the body of your target, curing severe diseases, poisons, curses, and corruption.
ID: 34085^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies. This spell will do additional damage to undead or summoned creatures.
ID: 34086^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies. This spell will do additional damage to undead or summoned creatures.
ID: 34087^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies. This spell will do additional damage to undead or summoned creatures.
ID: 34088^6
Shocks your enemy, briefly stunning them, causing between #2 and @2 damage, and healing their target. This spell works on creatures up to level @1.
ID: 34089^6
Shocks your enemy, briefly stunning them, causing between #2 and @2 damage, and healing their target. This spell works on creatures up to level @1.
ID: 34090^6
Shocks your enemy, briefly stunning them, causing between #2 and @2 damage, and healing their target. This spell works on creatures up to level @1.
ID: 34091^6
Heals your target's target for up to @1 hit points.
ID: 34092^6
Heals your target's target for up to @1 hit points.
ID: 34093^6
Heals your target's target for up to @1 hit points.
ID: 34094^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 34095^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 34096^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 34097^6
Bestows your target with a blessing of fervor allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 34098^6
Bestows your target with a blessing of fervor allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 34099^6
Bestows your target with a blessing of fervor allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 34100^6
Has a #1 percent bonus to cause your enemy to forget their hatred for all creatures. This effect works on creatures up to level @1.
ID: 34101^6
Has a #1 percent bonus to cause your enemy to forget their hatred for all creatures. This effect works on creatures up to level @1.
ID: 34102^6
Has a #1 percent bonus to cause your enemy to forget their hatred for all creatures. This effect works on creatures up to level @1.
ID: 34103^6
Mends severe wounds, healing between #1 and @1 hit points. Will heal targets below 20 percent health for an additional @2 hit points.
ID: 34104^6
Mends severe wounds, healing between #1 and @1 hit points. Will heal targets below 20 percent health for an additional @2 hit points.
ID: 34105^6
Mends severe wounds, healing between #1 and @1 hit points. Will heal targets below 20 percent health for an additional @2 hit points.
ID: 34106^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 34107^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 34108^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 34109^6
Grants Blessing of Fervor, Symbol of Gezat, and Ward of the Reverent to your target.
ID: 34110^6
Grants Blessing of Fervor, Symbol of Gezat, and Ward of the Reverent to your target.
ID: 34111^6
Grants Blessing of Fervor, Symbol of Gezat, and Ward of the Reverent to your target.
ID: 34112^6
By taking a vow of vitality you sacrifice your healing efficacy for %z for the chance to do increased damage via vital melee strikes. Each vital strike invigorates you, replenishing your health.
ID: 34113^6
By taking a vow of vitality you sacrifice your healing efficacy for %z for the chance to do increased damage via vital melee strikes. Each vital strike invigorates you, replenishing your health.
ID: 34114^6
By taking a vow of vitality you sacrifice your healing efficacy for %z for the chance to do increased damage via vital melee strikes. Each vital strike invigorates you, replenishing your health.
ID: 34115^6
Instant Duration.
ID: 34116^6
Instant Duration.
ID: 34117^6
Instant Duration.
ID: 34118^6
Heals you for #1 hit points every six seconds.
ID: 34119^6
Heals you for #1 hit points every six seconds.
ID: 34120^6
Heals you for #1 hit points every six seconds.
ID: 34121^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 34122^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 34123^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 34124^6
Covers your target in a reverent ward, increasing their armor class for %z.
ID: 34125^6
Covers your target in a reverent ward, increasing their armor class for %z.
ID: 34126^6
Covers your target in a reverent ward, increasing their armor class for %z.
ID: 34127^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 34128^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 34129^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 34130^6
Bestows your group with a blessing of fervor allowing them to cast spells faster for %z. This blessing affects spells up to level #2.
ID: 34131^6
Bestows your group with a blessing of fervor allowing them to cast spells faster for %z. This blessing affects spells up to level #2.
ID: 34132^6
Bestows your group with a blessing of fervor allowing them to cast spells faster for %z. This blessing affects spells up to level #2.
ID: 34133^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z, healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 34134^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z, healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 34135^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z, healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 34136^6
Bestows the favor of the gods upon your target, granting them a second chance at life should they fall in battle. Consumes a pair of emeralds when cast.
ID: 34137^6
Bestows the favor of the gods upon your target, granting them a second chance at life should they fall in battle. Consumes a pair of emeralds when cast.
ID: 34138^6
Bestows the favor of the gods upon your target, granting them a second chance at life should they fall in battle. Consumes a pair of emeralds when cast.
ID: 34139^6
Fills your target's body with reverent elixir, healing #1 hit points every six seconds for %z.
ID: 34140^6
Fills your target's body with reverent elixir, healing #1 hit points every six seconds for %z.
ID: 34141^6
Fills your target's body with reverent elixir, healing #1 hit points every six seconds for %z.
ID: 34142^6
Places the mark of Tohan on your target, dealing #6 damage each time the target strikes another creature and healing #2 hit points for your allies each time they strike the target. This effect will break after the creature has damaged itself 5 times.
ID: 34143^6
Places the mark of Tohan on your target, dealing #6 damage each time the target strikes another creature and healing #2 hit points for your allies each time they strike the target. This effect will break after the creature has damaged itself 5 times.
ID: 34144^6
Places the mark of Tohan on your target, dealing #6 damage each time the target strikes another creature and healing #2 hit points for your allies each time they strike the target. This effect will break after the creature has damaged itself 5 times.
ID: 34145^6
Fills your target with certitude granting them increased hit points and armor class for %z.
ID: 34146^6
Fills your target with certitude granting them increased hit points and armor class for %z.
ID: 34147^6
Fills your target with certitude granting them increased hit points and armor class for %z.
ID: 34148^6
Calls upon the gods to castigate your target, causing #1 damage. This spell will do additional damage to undead or summoned creatures.
ID: 34149^6
Calls upon the gods to castigate your target, causing #1 damage. This spell will do additional damage to undead or summoned creatures.
ID: 34150^6
Calls upon the gods to castigate your target, causing #1 damage. This spell will do additional damage to undead or summoned creatures.
ID: 34151^6
Mends critical wounds, healing between #2 and @2 hit points. This spell can only be cast on a target that is below 45 percent health, and will only heal its full amount on a target below 35 percent health.
ID: 34152^6
Mends critical wounds, healing between #2 and @2 hit points. This spell can only be cast on a target that is below 45 percent health, and will only heal its full amount on a target below 35 percent health.
ID: 34153^6
Mends critical wounds, healing between #2 and @2 hit points. This spell can only be cast on a target that is below 45 percent health, and will only heal its full amount on a target below 35 percent health.
ID: 34154^6
Grants Blessing of Assurance and Certitude to your target.
ID: 34155^6
Grants Blessing of Assurance and Certitude to your target.
ID: 34156^6
Grants Blessing of Assurance and Certitude to your target.
ID: 34157^6
Places the Ward of Indictment around your body. This ward will periodically strike out at any creature that attacks you. The ward will fade after 120 strikes.
ID: 34158^6
Places the Ward of Indictment around your body. This ward will periodically strike out at any creature that attacks you. The ward will fade after 120 strikes.
ID: 34159^6
Places the Ward of Indictment around your body. This ward will periodically strike out at any creature that attacks you. The ward will fade after 120 strikes.
ID: 34160^6
Instant Duration.
ID: 34161^6
Instant Duration.
ID: 34162^6
Instant Duration.
ID: 34163^6
Bathes your target in sacred light, healing up to @1 hit points. The light will heal targets below 20 percent health for an additional @2 hit points.
ID: 34164^6
Bathes your target in sacred light, healing up to @1 hit points. The light will heal targets below 20 percent health for an additional @2 hit points.
ID: 34165^6
Bathes your target in sacred light, healing up to @1 hit points. The light will heal targets below 20 percent health for an additional @2 hit points.
ID: 34166^6
A spell which heals the target, smites the target's target, and does extra damage if the target's target is also vampiric, undead, or summoned.
ID: 34167^6
A spell which heals the target, smites the target's target, and does extra damage if the target's target is also vampiric, undead, or summoned.
ID: 34168^6
A spell which heals the target, smites the target's target, and does extra damage if the target's target is also vampiric, undead, or summoned.
ID: 34169^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 34170^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 34171^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 34172^6
Places a healing ward at the location you choose, which will heal all allies nearby for up to @1 seconds. You must have an enemy targeted to use this ability.
ID: 34173^6
Places a healing ward at the location you choose, which will heal all allies nearby for up to @1 seconds. You must have an enemy targeted to use this ability.
ID: 34174^6
Places a healing ward at the location you choose, which will heal all allies nearby for up to @1 seconds. You must have an enemy targeted to use this ability.
ID: 34175^6
Heals you for up to @1 hit points.
ID: 34176^6
Heals you for up to @1 hit points.
ID: 34177^6
Heals you for up to @1 hit points.
ID: 34178^6
Places the bastion of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs @1 points of damage before dissipating, healing its bearer when it breaks.
ID: 34179^6
Places the bastion of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs @1 points of damage before dissipating, healing its bearer when it breaks.
ID: 34180^6
Places the bastion of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs @1 points of damage before dissipating, healing its bearer when it breaks.
ID: 34181^6
The light of vie heals you for up to @1 points of damage.
ID: 34182^6
The light of vie heals you for up to @1 points of damage.
ID: 34183^6
The light of vie heals you for up to @1 points of damage.
ID: 34184^6
Imbues your target with the promise of a great heal in %z.
ID: 34185^6
Imbues your target with the promise of a great heal in %z.
ID: 34186^6
Imbues your target with the promise of a great heal in %z.
ID: 34187^6
Instant Duration.
ID: 34188^6
Instant Duration.
ID: 34189^6
Instant Duration.
ID: 34190^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z. This spell has a chance to slow undead creatures.
ID: 34191^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z. This spell has a chance to slow undead creatures.
ID: 34192^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z. This spell has a chance to slow undead creatures.
ID: 34193^6
Strikes an enemy with holy might, briefly stunning them and healing their target. This spell works on creatures up to level @1.
ID: 34194^6
Strikes an enemy with holy might, briefly stunning them and healing their target. This spell works on creatures up to level @1.
ID: 34195^6
Strikes an enemy with holy might, briefly stunning them and healing their target. This spell works on creatures up to level @1.
ID: 34196^6
By taking a Vow of Vehemence you sacrifice your healing efficacy for %z for the chance to do increased melee damage via vehement strikes. These strikes will engender extra hatred in your foes while healing you.
ID: 34197^6
By taking a Vow of Vehemence you sacrifice your healing efficacy for %z for the chance to do increased melee damage via vehement strikes. These strikes will engender extra hatred in your foes while healing you.
ID: 34198^6
By taking a Vow of Vehemence you sacrifice your healing efficacy for %z for the chance to do increased melee damage via vehement strikes. These strikes will engender extra hatred in your foes while healing you.
ID: 34199^6
Deals @1 damage to your enemies and increases their hatred of you.
ID: 34200^6
Deals @1 damage to your enemies and increases their hatred of you.
ID: 34201^6
Deals @1 damage to your enemies and increases their hatred of you.
ID: 34202^6
Heals you for #1 hit points every six seconds. Causes increased hatred in your enemies when cast.
ID: 34203^6
Heals you for #1 hit points every six seconds. Causes increased hatred in your enemies when cast.
ID: 34204^6
Heals you for #1 hit points every six seconds. Causes increased hatred in your enemies when cast.
ID: 34205^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The power attacks the weakest of your target's magical defenses, and is therefore harder to resist. This spell will deal additional damage to undead or summoned creatures.
ID: 34206^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The power attacks the weakest of your target's magical defenses, and is therefore harder to resist. This spell will deal additional damage to undead or summoned creatures.
ID: 34207^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The power attacks the weakest of your target's magical defenses, and is therefore harder to resist. This spell will deal additional damage to undead or summoned creatures.
ID: 34208^6
Places the mark of the zealot on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 34209^6
Places the mark of the zealot on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 34210^6
Places the mark of the zealot on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 34211^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 34212^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 34213^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 34214^6
Expunges your group's immune system, curing some corruption.
ID: 34215^6
Expunges your group's immune system, curing some corruption.
ID: 34216^6
Expunges your group's immune system, curing some corruption.
ID: 34217^6
This spell gives a chance to twincast a heal while doing direct damage to the target. This spell will deal additional damage to undead or summoned creatures.
ID: 34218^6
This spell gives a chance to twincast a heal while doing direct damage to the target. This spell will deal additional damage to undead or summoned creatures.
ID: 34219^6
This spell gives a chance to twincast a heal while doing direct damage to the target. This spell will deal additional damage to undead or summoned creatures.
ID: 34220^6
Strikes nearby creatures with a silent order inflicting @3 damage and stunning them. This spell will deal additional damage to undead or summoned creatures.
ID: 34221^6
Strikes nearby creatures with a silent order inflicting @3 damage and stunning them. This spell will deal additional damage to undead or summoned creatures.
ID: 34222^6
Strikes nearby creatures with a silent order inflicting @3 damage and stunning them. This spell will deal additional damage to undead or summoned creatures.
ID: 34223^6
Places reverent armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 34224^6
Places reverent armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 34225^6
Places reverent armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 34226^6
Grants Blessing of Fervor, Symbol of Gezat, and Ward of the Reverent to your group.
ID: 34227^6
Grants Blessing of Fervor, Symbol of Gezat, and Ward of the Reverent to your group.
ID: 34228^6
Grants Blessing of Fervor, Symbol of Gezat, and Ward of the Reverent to your group.
ID: 34229^6
Adds a chance for your target to heal himself when striking enemies, and places a mark on your target's target that will deal damage to it when it strikes another creature and healing your allies when they strike it.
ID: 34230^6
Adds a chance for your target to heal himself when striking enemies, and places a mark on your target's target that will deal damage to it when it strikes another creature and healing your allies when they strike it.
ID: 34231^6
Adds a chance for your target to heal himself when striking enemies, and places a mark on your target's target that will deal damage to it when it strikes another creature and healing your allies when they strike it.
ID: 34232^6
Places Olsif's Mark on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 34233^6
Places Olsif's Mark on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 34234^6
Places Olsif's Mark on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 34235^6
Heals yourself of minor wounds.
ID: 34236^6
Heals yourself of minor wounds.
ID: 34237^6
Heals yourself of minor wounds.
ID: 34238^6
Heals all allies surrounding a point you select for up to @1 hit points.
ID: 34239^6
Heals all allies surrounding a point you select for up to @1 hit points.
ID: 34240^6
Heals all allies surrounding a point you select for up to @1 hit points.
ID: 34241^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 34242^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 34243^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 34244^6
Grants Blessing of Fervor and Certitude to your group.
ID: 34245^6
Grants Blessing of Fervor and Certitude to your group.
ID: 34246^6
Grants Blessing of Fervor and Certitude to your group.
ID: 34247^6
Smites your target, heals your target's target, and does extra damage if the target is also vampiric, undead, or elemental.
ID: 34248^6
Smites your target, heals your target's target, and does extra damage if the target is also vampiric, undead, or elemental.
ID: 34249^6
Smites your target, heals your target's target, and does extra damage if the target is also vampiric, undead, or elemental.
ID: 34250^6
Heals your target's target for up to @1 hit points.
ID: 34251^6
Heals your target's target for up to @1 hit points.
ID: 34252^6
Heals your target's target for up to @1 hit points.
ID: 34253^6
Damages your target for up to @1 hit points. This spell will deal additional damage to undead or summoned creatures.
ID: 34254^6
Damages your target for up to @1 hit points. This spell will deal additional damage to undead or summoned creatures.
ID: 34255^6
Damages your target for up to @1 hit points. This spell will deal additional damage to undead or summoned creatures.
ID: 34256^6
Fills your group with the elixir of the acquittal, continually healing their wounds for up to %z.
ID: 34257^6
Fills your group with the elixir of the acquittal, continually healing their wounds for up to %z.
ID: 34258^6
Fills your group with the elixir of the acquittal, continually healing their wounds for up to %z.
ID: 34259^6
Fills your group with certitude, granting them increased hit points and armor class for %z.
ID: 34260^6
Fills your group with certitude, granting them increased hit points and armor class for %z.
ID: 34261^6
Fills your group with certitude, granting them increased hit points and armor class for %z.
ID: 34262^6
Places the rallied bastion of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs @1 damage before dissipating, and will heal its bearer when it fades.
ID: 34263^6
Places the rallied bastion of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs @1 damage before dissipating, and will heal its bearer when it fades.
ID: 34264^6
Places the rallied bastion of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs @1 damage before dissipating, and will heal its bearer when it fades.
ID: 34265^6
Mends the severe wounds of everyone in your group, healing up to @1 hit points as well as curing moderate diseases, poisons, and curses.
ID: 34266^6
Mends the severe wounds of everyone in your group, healing up to @1 hit points as well as curing moderate diseases, poisons, and curses.
ID: 34267^6
Mends the severe wounds of everyone in your group, healing up to @1 hit points as well as curing moderate diseases, poisons, and curses.
ID: 34268^6
Infuses your weapons with healing power.
ID: 34269^6
Infuses your weapons with healing power.
ID: 34270^6
Infuses your weapons with healing power.
ID: 34271^6
Heals your target's target for up to @1 hit points.
ID: 34272^6
Heals your target's target for up to @1 hit points.
ID: 34273^6
Heals your target's target for up to @1 hit points.
ID: 34274^6
Covers your target in a ward that will absorb up to @5 damage of the next #5 hits that contact them. This ward will cast a large heal on the bearer when it wears off.
ID: 34275^6
Covers your target in a ward that will absorb up to @5 damage of the next #5 hits that contact them. This ward will cast a large heal on the bearer when it wears off.
ID: 34276^6
Covers your target in a ward that will absorb up to @5 damage of the next #5 hits that contact them. This ward will cast a large heal on the bearer when it wears off.
ID: 34277^6
Heals you for up to @1 hit points.
ID: 34278^6
Heals you for up to @1 hit points.
ID: 34279^6
Heals you for up to @1 hit points.
ID: 34280^6
Blesses the land beneath your feet. The ground will harm any undead that attempt to traverse that area, and the blessing also has a chance to root them in place. This effect will not break mesmerization effects.
ID: 34281^6
Blesses the land beneath your feet. The ground will harm any undead that attempt to traverse that area, and the blessing also has a chance to root them in place. This effect will not break mesmerization effects.
ID: 34282^6
Blesses the land beneath your feet. The ground will harm any undead that attempt to traverse that area, and the blessing also has a chance to root them in place. This effect will not break mesmerization effects.
ID: 34283^6
Instant Duration.
ID: 34284^6
Instant Duration.
ID: 34285^6
Instant Duration.
ID: 34286^6
Immobilization.
ID: 34287^6
Surrounds your target with shining defenses, absorbing 10 percent of incoming melee damage for up to %z, and shining armor which will periodically lash out at your target's attackers, stunning them and healing your target. The armor will fade after 72 strikes.
ID: 34288^6
Surrounds your target with shining defenses, absorbing 10 percent of incoming melee damage for up to %z, and shining armor which will periodically lash out at your target's attackers, stunning them and healing your target. The armor will fade after 72 strikes.
ID: 34289^6
Surrounds your target with shining defenses, absorbing 10 percent of incoming melee damage for up to %z, and shining armor which will periodically lash out at your target's attackers, stunning them and healing your target. The armor will fade after 72 strikes.
ID: 34290^6
Stuns creatures up to level @1.
ID: 34291^6
Stuns creatures up to level @1.
ID: 34292^6
Stuns creatures up to level @1.
ID: 34293^6
Heals you for #1 hit points.
ID: 34294^6
Heals you for #1 hit points.
ID: 34295^6
Heals you for #1 hit points.
ID: 34296^6
Infuses your group's weapons with healing power.
ID: 34297^6
Infuses your group's weapons with healing power.
ID: 34298^6
Infuses your group's weapons with healing power.
ID: 34299^6
Allows your companions to absorb a portion of incoming melee damage, as long as they stay inside the area of the aura.
ID: 34300^6
Allows your companions to absorb a portion of incoming melee damage, as long as they stay inside the area of the aura.
ID: 34301^6
Allows your companions to absorb a portion of incoming melee damage, as long as they stay inside the area of the aura.
ID: 34302^6
Absorbs #2 percent of incoming melee strikes, up to a maximum value of $2 hit points per strike.
ID: 34303^6
Absorbs #2 percent of incoming melee strikes, up to a maximum value of $2 hit points per strike.
ID: 34304^6
Absorbs #2 percent of incoming melee strikes, up to a maximum value of $2 hit points per strike.
ID: 34314^6
Braces your body to withstand the next two incoming melee attacks, reducing damage done.
ID: 34315^6
Braces your body to withstand the next two incoming melee attacks, reducing damage done.
ID: 34316^6
Braces your body to withstand the next three incoming melee attacks, reducing damage done.
ID: 34317^6
Absorbs #9 percent of incoming melee damage up to a maximum of @9, or two attacks.
ID: 34318^6
Absorbs #9 percent of incoming melee damage up to a maximum of @9, or two attacks.
ID: 34319^6
Absorbs #9 percent of incoming melee damage up to a maximum of @9, or three attacks.
ID: 34320^6
Increases your maximum hit points by #8. This bonus will decay over time.
ID: 34321^6
Increases your maximum hit points by #8. This bonus will decay over time.
ID: 34322^6
Increases your maximum hit points by #8. This bonus will decay over time.
ID: 34323^6
A brief prayer that cleanses corruption from your group.
ID: 34324^6
A brief prayer that cleanses corruption from your group.
ID: 34325^6
A brief prayer that cleanses corruption from your group.
ID: 34326^6
Cleanses the body of your target, curing severe diseases, poisons, and curses.
ID: 34327^6
Cleanses the body of your target, curing severe diseases, poisons, and curses.
ID: 34328^6
Cleanses the body of your target, curing severe diseases, poisons, and curses.
ID: 34329^6
Channels a sacred power, healing your target for up to @1 hit points.
ID: 34330^6
Channels a sacred power, healing your target for up to @1 hit points.
ID: 34331^6
Channels a sacred power, healing your target for up to @1 hit points.
ID: 34332^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 34333^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 34334^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 34335^6
Inflicts up to @1 damage. Undead creatures will be damaged for up to an additional @2 with a chance to lower their armor class and make them more vulnerable to melee attacks.
ID: 34336^6
Inflicts up to @1 damage. Undead creatures will be damaged for up to an additional @2 with a chance to lower their armor class and make them more vulnerable to melee attacks.
ID: 34337^6
Inflicts up to @1 damage. Undead creatures will be damaged for up to an additional @2 with a chance to lower their armor class and make them more vulnerable to melee attacks.
ID: 34338^6
Increases melee damage taken by #5 percent. Decreases armor class by #11.
ID: 34339^6
Increases melee damage taken by #5 percent. Decreases armor class by #11.
ID: 34340^6
Increases melee damage taken by #5 percent. Decreases armor class by #11.
ID: 34341^6
Places the mark of Olsif on your target, dealing #1 damage each time the target strikes another creature. This effect will fade after twenty-four strikes.
ID: 34342^6
Places the mark of Olsif on your target, dealing #1 damage each time the target strikes another creature. This effect will fade after twenty-four strikes.
ID: 34343^6
Places the mark of Olsif on your target, dealing #1 damage each time the target strikes another creature. This effect will fade after twenty-four strikes.
ID: 34344^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 34345^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 34346^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 34347^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 34348^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 34349^6
Cloaks your target in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 34350^6
Confronts your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 34351^6
Confronts your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 34352^6
Confronts your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 34353^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 34354^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 34355^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 34356^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 34357^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 34358^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 34359^6
Ostracizes your target, dealing #1 damage and healing your target's target. This spell will deal additional damage to undead or summoned creatures. This spell will generate less hatred than normal spells.
ID: 34360^6
Ostracizes your target, dealing #1 damage and healing your target's target. This spell will deal additional damage to undead or summoned creatures. This spell will generate less hatred than normal spells.
ID: 34361^6
Ostracizes your target, dealing #1 damage and healing your target's target. This spell will deal additional damage to undead or summoned creatures. This spell will generate less hatred than normal spells.
ID: 34362^6
Heals your target's target for up to @1 hit points.
ID: 34363^6
Heals your target's target for up to @1 hit points.
ID: 34364^6
Heals your target's target for up to @1 hit points.
ID: 34365^6
Bathes your target in a brilliant light, healing #1 hit points.
ID: 34366^6
Bathes your target in a brilliant light, healing #1 hit points.
ID: 34367^6
Bathes your target in a brilliant light, healing #1 hit points.
ID: 34368^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1. This spell will deal additional damage to undead creatures.
ID: 34369^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1. This spell will deal additional damage to undead creatures.
ID: 34370^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1. This spell will deal additional damage to undead creatures.
ID: 34371^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 34372^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 34373^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 34374^6
Angers your target with devout audacity, lowering their magical resistance by @7 and increasing their hatred for you for %z.
ID: 34375^6
Angers your target with devout audacity, lowering their magical resistance by @7 and increasing their hatred for you for %z.
ID: 34376^6
Angers your target with devout audacity, lowering their magical resistance by @7 and increasing their hatred for you for %z.
ID: 34377^6
Covers your body in armor, increasing your armor's strength, stunning and damaging your attackers, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 34378^6
Covers your body in armor, increasing your armor's strength, stunning and damaging your attackers, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 34379^6
Covers your body in armor, increasing your armor's strength, stunning and damaging your attackers, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 34380^6
Strikes your attackers for #1 damage and stuns them. This spell can stun creatures up to level @2.
ID: 34381^6
Strikes your attackers for #1 damage and stuns them. This spell can stun creatures up to level @2.
ID: 34382^6
Strikes your attackers for #1 damage and stuns them. This spell can stun creatures up to level @2.
ID: 34383^6
Heals yourself for up to @1 hit points.
ID: 34384^6
Heals yourself for up to @1 hit points.
ID: 34385^6
Heals yourself for up to @1 hit points.
ID: 34386^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 34387^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 34388^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 34389^6
Channels the power of the sunrise, healing your target for @1 hit points.
ID: 34390^6
Channels the power of the sunrise, healing your target for @1 hit points.
ID: 34391^6
Channels the power of the sunrise, healing your target for @1 hit points.
ID: 34392^6
Fills your target's body with cleansing light, healing #1 hit points every six seconds for %z.
ID: 34393^6
Fills your target's body with cleansing light, healing #1 hit points every six seconds for %z.
ID: 34394^6
Fills your target's body with cleansing light, healing #1 hit points every six seconds for %z.
ID: 34395^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage, healing you in the process.
ID: 34396^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage, healing you in the process.
ID: 34397^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage, healing you in the process.
ID: 34398^6
Heals you for up to @1 hit points.
ID: 34399^6
Heals you for up to @1 hit points.
ID: 34400^6
Heals you for up to @1 hit points.
ID: 34401^6
Uses your righteous anger to strike your foe with extra fury.
ID: 34402^6
Uses your righteous anger to strike your foe with extra fury.
ID: 34403^6
Uses your righteous anger to strike your foe with extra fury.
ID: 34404^6
Uses your righteous anger to strike your foe with extra fury.
ID: 34405^6
Uses your righteous anger to strike your foe with extra fury.
ID: 34406^6
Uses your righteous anger to strike your foe with extra fury.
ID: 34407^6
Strikes your foe with righteous anger.
ID: 34408^6
Strikes your foe with righteous anger.
ID: 34409^6
Strikes your foe with righteous anger.
ID: 34410^6
A free-target spell which can cure many detrimental effects and performs a light heal on targets within the area of effect.
ID: 34411^6
A free-target spell which can cure many detrimental effects and performs a light heal on targets within the area of effect.
ID: 34412^6
A free-target spell which can cure many detrimental effects and performs a light heal on targets within the area of effect.
ID: 34413^6
Surrounds your group with Brell's steadfast bulwark, increasing their hit points for %z.
ID: 34414^6
Surrounds your group with Brell's steadfast bulwark, increasing their hit points for %z.
ID: 34415^6
Surrounds your group with Brell's steadfast bulwark, increasing their hit points for %z.
ID: 34416^6
Places the mark of the Exemplar on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 34417^6
Places the mark of the Exemplar on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 34418^6
Places the mark of the Exemplar on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 34419^6
Infuses your weapons with healing power. This power will fade after it has been invoked ten times or after %z.
ID: 34420^6
Infuses your weapons with healing power. This power will fade after it has been invoked ten times or after %z.
ID: 34421^6
Infuses your weapons with healing power. This power will fade after it has been invoked ten times or after %z.
ID: 34422^6
Heals your target's target for up to @1 hit points.
ID: 34423^6
Heals your target's target for up to @1 hit points.
ID: 34424^6
Heals your target's target for up to @1 hit points.
ID: 34425^6
Heals yourself of severe wounds. This spell will provide more healing the lower your health is when cast.
ID: 34426^6
Heals yourself of severe wounds. This spell will provide more healing the lower your health is when cast.
ID: 34427^6
Heals yourself of severe wounds. This spell will provide more healing the lower your health is when cast.
ID: 34428^6
Gains your target's undivided attention for 18 seconds. During this period you will receive a heal and generate more hatred, and your allies will generate less hatred than normal.
ID: 34429^6
Gains your target's undivided attention for 18 seconds. During this period you will receive a heal and generate more hatred, and your allies will generate less hatred than normal.
ID: 34430^6
Gains your target's undivided attention for 18 seconds. During this period you will receive a heal and generate more hatred, and your allies will generate less hatred than normal.
ID: 34431^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their normal hatred during this period.
ID: 34432^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their normal hatred during this period.
ID: 34433^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their normal hatred during this period.
ID: 34434^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 34435^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 34436^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 34437^6
Emanates a wave of sorrow from the caster, healing @1 hit points for everyone in your group.
ID: 34438^6
Emanates a wave of sorrow from the caster, healing @1 hit points for everyone in your group.
ID: 34439^6
Emanates a wave of sorrow from the caster, healing @1 hit points for everyone in your group.
ID: 34440^6
Channels the power of the sunrise, consuming up to #1 mana to heal your group. This spell requires you to be in a group to function properly.
ID: 34441^6
Channels the power of the sunrise, consuming up to #1 mana to heal your group. This spell requires you to be in a group to function properly.
ID: 34442^6
Channels the power of the sunrise, consuming up to #1 mana to heal your group. This spell requires you to be in a group to function properly.
ID: 34443^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. This spell will cause additional damage to undead or summoned creatures. Generates additional hate.
ID: 34444^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. This spell will cause additional damage to undead or summoned creatures. Generates additional hate.
ID: 34445^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. This spell will cause additional damage to undead or summoned creatures. Generates additional hate.
ID: 34446^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 34447^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 34448^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 34449^6
Strikes your target with fury. This spell will cause additional damage to undead creatures.
ID: 34450^6
Strikes your target with fury. This spell will cause additional damage to undead creatures.
ID: 34451^6
Strikes your target with fury. This spell will cause additional damage to undead creatures.
ID: 34452^6
Strikes your target with the force of the Iceclad, briefly stunning them. This effect works on creatures up to level @1.
ID: 34453^6
Strikes your target with the force of the Iceclad, briefly stunning them. This effect works on creatures up to level @1.
ID: 34454^6
Strikes your target with the force of the Iceclad, briefly stunning them. This effect works on creatures up to level @1.
ID: 34455^6
A direct damage spell which reflects a healing twincast upon the caster. This spell will cause additional damage to undead or summoned creatures.
ID: 34456^6
A direct damage spell which reflects a healing twincast upon the caster. This spell will cause additional damage to undead or summoned creatures.
ID: 34457^6
A direct damage spell which reflects a healing twincast upon the caster. This spell will cause additional damage to undead or summoned creatures.
ID: 34458^6
Cloaks your group in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 34459^6
Cloaks your group in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 34460^6
Cloaks your group in an aura of austerity, granting them increased hit points and armor class for %z.
ID: 34461^6
Bathes you in a holy blessing, increasing your attack rating, strength, and armor class. When struck in melee there is a chance to receive a heal. This blessing will fade after you have been healed 32 times.
ID: 34462^6
Bathes you in a holy blessing, increasing your attack rating, strength, and armor class. When struck in melee there is a chance to receive a heal. This blessing will fade after you have been healed 32 times.
ID: 34463^6
Bathes you in a holy blessing, increasing your attack rating, strength, and armor class. When struck in melee there is a chance to receive a heal. This blessing will fade after you have been healed 32 times.
ID: 34464^6
Heals #1 hit points initially. Heals #7 hit points every six seconds.
ID: 34465^6
Heals #1 hit points initially. Heals #7 hit points every six seconds.
ID: 34466^6
Heals #1 hit points initially. Heals #7 hit points every six seconds.
ID: 34467^6
Gives the target's target a melee guard buff and a boon of healing.
ID: 34468^6
Gives the target's target a melee guard buff and a boon of healing.
ID: 34469^6
Gives the target's target a melee guard buff and a boon of healing.
ID: 34470^6
Places a protective ward on your target, absorbing #1 percent of incoming melee damage. This spell absorbs @1 points of damage before dissipating.
ID: 34471^6
Places a protective ward on your target, absorbing #1 percent of incoming melee damage. This spell absorbs @1 points of damage before dissipating.
ID: 34472^6
Places a protective ward on your target, absorbing #1 percent of incoming melee damage. This spell absorbs @1 points of damage before dissipating.
ID: 34473^6
Strikes your target with the force of reverence, stunning them and reflecting a heal back on yourself. This effect works on creatures up to level @1.
ID: 34474^6
Strikes your target with the force of reverence, stunning them and reflecting a heal back on yourself. This effect works on creatures up to level @1.
ID: 34475^6
Strikes your target with the force of reverence, stunning them and reflecting a heal back on yourself. This effect works on creatures up to level @1.
ID: 34476^6
Bathes you in reverence, healing you for #1 hit points every six seconds for %z.
ID: 34477^6
Bathes you in reverence, healing you for #1 hit points every six seconds for %z.
ID: 34478^6
Bathes you in reverence, healing you for #1 hit points every six seconds for %z.
ID: 34479^6
You assume the fighting style of a holy guardian, reducing your melee damage potential but also reducing the damage you take by #1 percent for %z. This discipline will trigger a related effect causing your skill with shields to grant you additional healing.
ID: 34480^6
You assume the fighting style of a holy guardian, reducing your melee damage potential but also reducing the damage you take by #1 percent for %z. This discipline will trigger a related effect causing your skill with shields to grant you additional healing.
ID: 34481^6
You assume the fighting style of a holy guardian, reducing your melee damage potential but also reducing the damage you take by #1 percent for %z. This discipline will trigger a related effect causing your skill with shields to grant you additional healing.
ID: 34482^6
Holy power imbues your shield, allowing you to heal yourself when you block or bash for the next %z.
ID: 34483^6
Holy power imbues your shield, allowing you to heal yourself when you block or bash for the next %z.
ID: 34484^6
Holy power imbues your shield, allowing you to heal yourself when you block or bash for the next %z.
ID: 34485^6
Heals you for up to @1 hit points.
ID: 34486^6
Heals you for up to @1 hit points.
ID: 34487^6
Heals you for up to @1 hit points.
ID: 34488^6
Your heightened reflexes allow you to strike your target with three slashing attacks while reflecting a large heal on your group.
ID: 34489^6
Your heightened reflexes allow you to strike your target with three slashing attacks while reflecting a large heal on your group.
ID: 34490^6
Your heightened reflexes allow you to strike your target with three slashing attacks while reflecting a large heal on your group.
ID: 34491^6
Heals you for up to @1 hit points.
ID: 34492^6
Heals you for up to @1 hit points.
ID: 34493^6
Heals you for up to @1 hit points.
ID: 34497^6
Calls out a target, striking them with arrows and causing them to take more damage from archery attacks.
ID: 34498^6
Calls out a target, striking them with arrows and causing them to take more damage from archery attacks.
ID: 34499^6
Calls out a target, striking them with arrows and causing them to take more damage from archery attacks.
ID: 34500^6
Blankets your target in a drifting shadow, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 34501^6
Blankets your target in a drifting shadow, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 34502^6
Blankets your target in a drifting shadow, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 34503^6
This spell no longer functions. It is safe to remove it from your spellbook.
ID: 34504^6
This spell no longer functions. It is safe to remove it from your spellbook.
ID: 34505^6
This spell no longer functions. It is safe to remove it from your spellbook.
ID: 34506^6
Slows your run speed for %z.
ID: 34507^6
Slows your run speed for %z.
ID: 34508^6
Slows your run speed for %z.
ID: 34509^6
Cloaks you in an Arbor veil, providing a chance for creatures attacking you to be less hateful towards you.
ID: 34510^6
Cloaks you in an Arbor veil, providing a chance for creatures attacking you to be less hateful towards you.
ID: 34511^6
Cloaks you in an Arbor veil, providing a chance for creatures attacking you to be less hateful towards you.
ID: 34512^6
Lowers hatred for your target.
ID: 34513^6
Lowers hatred for your target.
ID: 34514^6
Lowers hatred for your target.
ID: 34515^6
Mends severe wounds, healing up to @1 hit points.
ID: 34516^6
Mends severe wounds, healing up to @1 hit points.
ID: 34517^6
Mends severe wounds, healing up to @1 hit points.
ID: 34518^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 34519^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 34520^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 34521^6
Surrounds your target in a thorny shield that causes damage to anything that strikes them for %z.
ID: 34522^6
Surrounds your target in a thorny shield that causes damage to anything that strikes them for %z.
ID: 34523^6
Surrounds your target in a thorny shield that causes damage to anything that strikes them for %z.
ID: 34524^6
Cloaks your target in spurs, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 34525^6
Cloaks your target in spurs, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 34526^6
Cloaks your target in spurs, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 34527^6
Unleashes a pair of heel kicks to your target's head, causing increased anger.
ID: 34528^6
Unleashes a pair of heel kicks to your target's head, causing increased anger.
ID: 34529^6
Unleashes a pair of heel kicks to your target's head, causing increased anger.
ID: 34530^6
Unleashes a pair of heel kicks to your target's head, sometimes causing partial memory loss.
ID: 34531^6
Unleashes a pair of heel kicks to your target's head, sometimes causing partial memory loss.
ID: 34532^6
Unleashes a pair of heel kicks to your target's head, sometimes causing partial memory loss.
ID: 34533^6
Imbues your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 34534^6
Imbues your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 34535^6
Imbues your weapons with jolting power, allowing them a chance to strike your target's head, sometimes causing partial memory loss.
ID: 34536^6
Instant Duration.
ID: 34537^6
Instant Duration.
ID: 34538^6
Instant Duration.
ID: 34539^6
Blesses your target with the strength of the bosquestalker increasing their hit points and attack rating for %z.
ID: 34540^6
Blesses your target with the strength of the bosquestalker increasing their hit points and attack rating for %z.
ID: 34541^6
Blesses your target with the strength of the bosquestalker increasing their hit points and attack rating for %z.
ID: 34542^6
Calls forth a bitter wind to encase your target in ice, doing @1 damage.
ID: 34543^6
Calls forth a bitter wind to encase your target in ice, doing @1 damage.
ID: 34544^6
Calls forth a bitter wind to encase your target in ice, doing @1 damage.
ID: 34545^6
Summons a swarm of angry insects to attack the target and places a stinging shield on the target's target.
ID: 34546^6
Summons a swarm of angry insects to attack the target and places a stinging shield on the target's target.
ID: 34547^6
Summons a swarm of angry insects to attack the target and places a stinging shield on the target's target.
ID: 34548^6
A swarm of angry insects stings you, doing #1 damage every six seconds for %z.
ID: 34549^6
A swarm of angry insects stings you, doing #1 damage every six seconds for %z.
ID: 34550^6
A swarm of angry insects stings you, doing #1 damage every six seconds for %z.
ID: 34551^6
A swarm of angry insects deals #5 damage to your attacker each time you are struck in battle.
ID: 34552^6
A swarm of angry insects deals #5 damage to your attacker each time you are struck in battle.
ID: 34553^6
A swarm of angry insects deals #5 damage to your attacker each time you are struck in battle.
ID: 34554^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 34555^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 34556^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 34557^6
Ignites your target's skin, doing up to @1 damage.
ID: 34558^6
Ignites your target's skin, doing up to @1 damage.
ID: 34559^6
Ignites your target's skin, doing up to @1 damage.
ID: 34560^6
Looses a magical arrow against an unsuspecting target, inflicting #1 damage. Your target cannot be in combat. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 34561^6
Looses a magical arrow against an unsuspecting target, inflicting #1 damage. Your target cannot be in combat. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 34562^6
Looses a magical arrow against an unsuspecting target, inflicting #1 damage. Your target cannot be in combat. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 34563^6
Blankets your target in a lingering shadow, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1.
ID: 34564^6
Blankets your target in a lingering shadow, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1.
ID: 34565^6
Blankets your target in a lingering shadow, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1.
ID: 34566^6
The shout of the predator imparts your group with increased attack rating and double attack chance for up to %z.
ID: 34567^6
The shout of the predator imparts your group with increased attack rating and double attack chance for up to %z.
ID: 34568^6
The shout of the predator imparts your group with increased attack rating and double attack chance for up to %z.
ID: 34569^6
Surrounds you in a coat of spurs that increases your armor class and harms those that strike you for %z.
ID: 34570^6
Surrounds you in a coat of spurs that increases your armor class and harms those that strike you for %z.
ID: 34571^6
Surrounds you in a coat of spurs that increases your armor class and harms those that strike you for %z.
ID: 34572^6
Imbues your body with vigor, regenerating #1 hit points every six seconds for %z.
ID: 34573^6
Imbues your body with vigor, regenerating #1 hit points every six seconds for %z.
ID: 34574^6
Imbues your body with vigor, regenerating #1 hit points every six seconds for %z.
ID: 34575^6
Calls forth a wave of cascading vines that extend directly in front of you. These vines can bind your enemies to the ground for up to %z. After the vines loosen their grip, your enemies will become snared.
ID: 34576^6
Calls forth a wave of cascading vines that extend directly in front of you. These vines can bind your enemies to the ground for up to %z. After the vines loosen their grip, your enemies will become snared.
ID: 34577^6
Calls forth a wave of cascading vines that extend directly in front of you. These vines can bind your enemies to the ground for up to %z. After the vines loosen their grip, your enemies will become snared.
ID: 34578^6
Slows your run speed for %z.
ID: 34579^6
Splashes your target in a deluge of healing waters, healing up to @1 points of damage.
ID: 34580^6
Splashes your target in a deluge of healing waters, healing up to @1 points of damage.
ID: 34581^6
Splashes your target in a deluge of healing waters, healing up to @1 points of damage.
ID: 34582^6
Imbues your weapons with devastating power, allowing them a chance to strike with the fury of a feral beast.
ID: 34583^6
Imbues your weapons with devastating power, allowing them a chance to strike with the fury of a feral beast.
ID: 34584^6
Imbues your weapons with devastating power, allowing them a chance to strike with the fury of a feral beast.
ID: 34585^6
Instant Duration.
ID: 34586^6
Instant Duration.
ID: 34587^6
Instant Duration.
ID: 34588^6
Makes your eyes like those of the howler for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 34589^6
Makes your eyes like those of the howler for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 34590^6
Makes your eyes like those of the howler for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 34591^6
Conjures a squall of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 34592^6
Conjures a squall of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 34593^6
Conjures a squall of ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 34594^6
Cloaks your group in spurs, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 34595^6
Cloaks your group in spurs, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 34596^6
Cloaks your group in spurs, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 34597^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 34598^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 34599^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 34600^6
Entraps your target in a summer gale, inflicting damage separately from searing heat and a chilling rain. Enemies find this spell particularly infuriating.
ID: 34601^6
Entraps your target in a summer gale, inflicting damage separately from searing heat and a chilling rain. Enemies find this spell particularly infuriating.
ID: 34602^6
Entraps your target in a summer gale, inflicting damage separately from searing heat and a chilling rain. Enemies find this spell particularly infuriating.
ID: 34603^6
Instant Duration.
ID: 34604^6
Instant Duration.
ID: 34605^6
Instant Duration.
ID: 34606^6
Instant Duration.
ID: 34607^6
Instant Duration.
ID: 34608^6
Instant Duration.
ID: 34609^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 34610^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 34611^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 34612^6
Instant Duration.
ID: 34613^6
Instant Duration.
ID: 34614^6
Instant Duration.
ID: 34615^6
Imbues your weapons with energy, increasing damage done by your melee attacks.
ID: 34616^6
Imbues your weapons with energy, increasing damage done by your melee attacks.
ID: 34617^6
Imbues your weapons with energy, increasing damage done by your melee attacks.
ID: 34618^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Other types of target will be dealt #2 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 34619^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Other types of target will be dealt #2 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 34620^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Other types of target will be dealt #2 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 34621^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 34622^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 34623^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 34624^6
Looses a barbed arrow that rends the flesh of an animal or humanoid target, dealing #1 damage. Other targets will be dealt #2 damage. Generates additional hate. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 34625^6
Looses a barbed arrow that rends the flesh of an animal or humanoid target, dealing #1 damage. Other targets will be dealt #2 damage. Generates additional hate. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 34626^6
Looses a barbed arrow that rends the flesh of an animal or humanoid target, dealing #1 damage. Other targets will be dealt #2 damage. Generates additional hate. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 34627^6
Consumes you with the thrill of the hunt, which grants an increase to your offensive capabilities for a short while if you are the one responsible for the death of a challenging foe.
ID: 34628^6
Consumes you with the thrill of the hunt, which grants an increase to your offensive capabilities for a short while if you are the one responsible for the death of a challenging foe.
ID: 34629^6
Consumes you with the thrill of the hunt, which grants an increase to your offensive capabilities for a short while if you are the one responsible for the death of a challenging foe.
ID: 34630^6
Increases critical strike chance and accuracy.
ID: 34631^6
Increases critical strike chance and accuracy.
ID: 34632^6
Increases critical strike chance and accuracy.
ID: 34633^6
Launches a flight of arrows at the target.
ID: 34634^6
Launches a flight of arrows at the target.
ID: 34635^6
Launches a flight of arrows at the target.
ID: 34636^6
A narrower torrent of arrows aimed at a single target rather than a group.
ID: 34637^6
A narrower torrent of arrows aimed at a single target rather than a group.
ID: 34638^6
A narrower torrent of arrows aimed at a single target rather than a group.
ID: 34639^6
Your heightened reflexes allow you to strike your target with four slashing attacks while reflecting a heal over time spell on your group.
ID: 34640^6
Your heightened reflexes allow you to strike your target with four slashing attacks while reflecting a heal over time spell on your group.
ID: 34641^6
Your heightened reflexes allow you to strike your target with four slashing attacks while reflecting a heal over time spell on your group.
ID: 34642^6
Heals your group for up to @11 hit points every six seconds for %z.
ID: 34643^6
Heals your group for up to @11 hit points every six seconds for %z.
ID: 34644^6
Heals your group for up to @11 hit points every six seconds for %z.
ID: 34645^6
A beneficial burst of wind will cause up to @1 cold damage to your target and enhance your next 2 cold spells.
ID: 34646^6
A beneficial burst of wind will cause up to @1 cold damage to your target and enhance your next 2 cold spells.
ID: 34647^6
A beneficial burst of wind will cause up to @1 cold damage to your target and enhance your next 2 cold spells.
ID: 34648^6
Increases damage done by your cold spells by #1. This effect will decay on spells above level #2.
ID: 34649^6
A beneficial burst of wind will cause up to @1 fire damage to your target and enhance your next 2 fire spells.
ID: 34650^6
A beneficial burst of wind will cause up to @1 fire damage to your target and enhance your next 2 fire spells.
ID: 34651^6
A beneficial burst of wind will cause up to @1 fire damage to your target and enhance your next 2 fire spells.
ID: 34652^6
Increases damage done by your fire spells by #1. This effect will decay on spells above level #2.
ID: 34662^6
Summons your target's corpse to you. This spell works on characters up to level #1. Consumes a pair of tiny jade inlaid coffins when cast.
ID: 34663^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a horrific strike. The strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 34664^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a horrific strike. The strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 34665^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a horrific strike. The strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 34666^6
Instant Duration.
ID: 34667^6
Instant Duration.
ID: 34668^6
Instant Duration.
ID: 34669^6
#10 percent of melee damage done will be returned as healing.
ID: 34670^6
#10 percent of melee damage done will be returned as healing.
ID: 34671^6
#10 percent of melee damage done will be returned as healing.
ID: 34672^6
Surrounds your body with an aura of vengeful spirits, causing damage to anyone who strikes you for %z. Requires, but does not consume, a pearl when cast.
ID: 34673^6
Surrounds your body with an aura of vengeful spirits, causing damage to anyone who strikes you for %z. Requires, but does not consume, a pearl when cast.
ID: 34674^6
Surrounds your body with an aura of vengeful spirits, causing damage to anyone who strikes you for %z. Requires, but does not consume, a pearl when cast.
ID: 34675^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 34676^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 34677^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 34678^6
Heals #6 hit points every six seconds.
ID: 34679^6
Heals #6 hit points every six seconds.
ID: 34680^6
Heals #6 hit points every six seconds.
ID: 34681^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 34682^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 34683^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 34684^6
Heals #7 hit points every six seconds. Increases mana by #8 every six seconds.
ID: 34685^6
Heals #7 hit points every six seconds. Increases mana by #8 every six seconds.
ID: 34686^6
Heals #7 hit points every six seconds. Increases mana by #8 every six seconds.
ID: 34687^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 34688^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 34689^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 34690^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 34691^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 34692^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 34693^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 34694^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 34695^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 34696^6
Increases armor class by #7.
ID: 34697^6
Increases armor class by #7.
ID: 34698^6
Increases armor class by #7.
ID: 34699^6
Summons a shadow that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z. This spell will still damage (but not bind) creatures that are immune to movement rate changes.
ID: 34700^6
Summons a shadow that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z. This spell will still damage (but not bind) creatures that are immune to movement rate changes.
ID: 34701^6
Summons a shadow that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z. This spell will still damage (but not bind) creatures that are immune to movement rate changes.
ID: 34702^6
Angers your target with duplicitous audacity, lowering their resistance to disease by @7 and increasing their hatred for you for %z.
ID: 34703^6
Angers your target with duplicitous audacity, lowering their resistance to disease by @7 and increasing their hatred for you for %z.
ID: 34704^6
Angers your target with duplicitous audacity, lowering their resistance to disease by @7 and increasing their hatred for you for %z.
ID: 34705^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 34706^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 34707^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 34708^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 34709^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 34710^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 34711^6
Instant Duration.
ID: 34712^6
Instant Duration.
ID: 34713^6
Instant Duration.
ID: 34714^6
Strikes your target twice with a gashing blade.
ID: 34715^6
Strikes your target twice with a gashing blade.
ID: 34716^6
Strikes your target twice with a gashing blade.
ID: 34717^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 34718^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 34719^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 34720^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 34721^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 34722^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 34723^6
Transforms you into a skeleton for %z.
ID: 34724^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage and damaging your attackers for %z. The souls will fade away after absorbing @5 damage.
ID: 34725^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage and damaging your attackers for %z. The souls will fade away after absorbing @5 damage.
ID: 34726^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage and damaging your attackers for %z. The souls will fade away after absorbing @5 damage.
ID: 34727^6
Drains #1 life from your target.
ID: 34728^6
Drains #1 life from your target.
ID: 34729^6
Drains #1 life from your target.
ID: 34730^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 34731^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 34732^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 34733^6
The mantle's shattering heals you for #1.
ID: 34734^6
The mantle's shattering heals you for #1.
ID: 34735^6
The mantle's shattering heals you for #1.
ID: 34736^6
Animates an undead servant. Consumes bone chips when cast.
ID: 34737^6
Animates an undead servant. Consumes bone chips when cast.
ID: 34738^6
Animates an undead servant. Consumes bone chips when cast.
ID: 34739^6
Grips your body in darkness, slowly draining your health while increasing your attack rating.
ID: 34740^6
Grips your body in darkness, slowly draining your health while increasing your attack rating.
ID: 34741^6
Grips your body in darkness, slowly draining your health while increasing your attack rating.
ID: 34742^6
Covers your body in a protective cloak for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 34743^6
Covers your body in a protective cloak for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 34744^6
Covers your body in a protective cloak for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 34745^6
Hurls a spear of disease at your target, doing #1 damage.
ID: 34746^6
Hurls a spear of disease at your target, doing #1 damage.
ID: 34747^6
Hurls a spear of disease at your target, doing #1 damage.
ID: 34748^6
This spell corrupts your target, reducing their resistance to disease and doing #2 damage every six seconds for up to %z.
ID: 34749^6
This spell corrupts your target, reducing their resistance to disease and doing #2 damage every six seconds for up to %z.
ID: 34750^6
This spell corrupts your target, reducing their resistance to disease and doing #2 damage every six seconds for up to %z.
ID: 34751^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 34752^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 34753^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 34754^6
Gains your target's undivided attention for 18 seconds. This effect will drain their life to you, and cause your allies to generate less hatred than normal.
ID: 34755^6
Gains your target's undivided attention for 18 seconds. This effect will drain their life to you, and cause your allies to generate less hatred than normal.
ID: 34756^6
Gains your target's undivided attention for 18 seconds. This effect will drain their life to you, and cause your allies to generate less hatred than normal.
ID: 34757^6
Causes a creature of up to level #1 to attack you exclusively for %z and draining up to @2 hit points every six seconds. Your allies will generate $1 percent of their normal hatred during this period.
ID: 34758^6
Causes a creature of up to level #1 to attack you exclusively for %z and draining up to @2 hit points every six seconds. Your allies will generate $1 percent of their normal hatred during this period.
ID: 34759^6
Causes a creature of up to level #1 to attack you exclusively for %z and draining up to @2 hit points every six seconds. Your allies will generate $1 percent of their normal hatred during this period.
ID: 34760^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 34761^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 34762^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 34763^6
A powerful lifetap spell that drains your target for up to @1 damage.
ID: 34764^6
A powerful lifetap spell that drains your target for up to @1 damage.
ID: 34765^6
A powerful lifetap spell that drains your target for up to @1 damage.
ID: 34766^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 34767^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 34768^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 34769^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 34770^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 34771^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 34772^6
Absorbs up to $6 damage from incoming melee attacks for the next three attacks that strike you.
ID: 34773^6
Absorbs up to $6 damage from incoming melee attacks for the next three attacks that strike you.
ID: 34774^6
Absorbs up to $6 damage from incoming melee attacks for the next three attacks that strike you.
ID: 34775^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 34776^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 34777^6
Causes you to stop breathing and appear dead to most creatures. When you take your last breath, you will sometimes draw in sweet air which will invigorate your body, and rarely you will draw in foul air which will harm your body.
ID: 34778^6
Instant Duration.
ID: 34779^6
Instant Duration.
ID: 34780^6
Instant Duration.
ID: 34781^6
Instant Duration.
ID: 34782^6
Instant Duration.
ID: 34783^6
Instant Duration.
ID: 34784^6
Strikes your target with three powerful sword attacks and places you in a rage which will increase your spell and melee power.
ID: 34785^6
Strikes your target with three powerful sword attacks and places you in a rage which will increase your spell and melee power.
ID: 34786^6
Strikes your target with three powerful sword attacks and places you in a rage which will increase your spell and melee power.
ID: 34787^6
Adds #1 damage to your level #2 to #3 spells, while increasing your melee damage and melee speed for %z.
ID: 34788^6
Adds #1 damage to your level #2 to #3 spells, while increasing your melee damage and melee speed for %z.
ID: 34789^6
Adds #1 damage to your level #2 to #3 spells, while increasing your melee damage and melee speed for %z.
ID: 34790^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 34791^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 34792^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 34793^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 34794^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 34795^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 34796^6
Increases hate generated by #2 percent. Increases maximum hit points by #6.
ID: 34797^6
Increases hate generated by #2 percent. Increases maximum hit points by #6.
ID: 34798^6
Increases hate generated by #2 percent. Increases maximum hit points by #6.
ID: 34799^6
Your heightened reflexes allow you to strike your target with three slashing attacks, stealing their essence to heal your group.
ID: 34800^6
Your heightened reflexes allow you to strike your target with three slashing attacks, stealing their essence to heal your group.
ID: 34801^6
Your heightened reflexes allow you to strike your target with three slashing attacks, stealing their essence to heal your group.
ID: 34802^6
Heals you for up to @1 hit points.
ID: 34803^6
Heals you for up to @1 hit points.
ID: 34804^6
Heals you for up to @1 hit points.
ID: 34805^6
You strike a dangerous bargain, inflicting up to @2 damage on all targets around you and greatly increasing their hatred. Your mana and endurance will be sapped for each target that is struck in this manner. You must have more than 10 percent of your mana available to cast this spell.
ID: 34806^6
You strike a dangerous bargain, inflicting up to @2 damage on all targets around you and greatly increasing their hatred. Your mana and endurance will be sapped for each target that is struck in this manner. You must have more than 10 percent of your mana available to cast this spell.
ID: 34807^6
You strike a dangerous bargain, inflicting up to @2 damage on all targets around you and greatly increasing their hatred. Your mana and endurance will be sapped for each target that is struck in this manner. You must have more than 10 percent of your mana available to cast this spell.
ID: 34808^6
You pay off your bargain with the loss of #1 mana and #2 endurance.
ID: 34816^6
You assume the fighting style of an unholy guardian, reducing your melee damage potential but also reducing the damage you take by #1 percent for %z. This discipline will trigger a related effect causing your skill with shields to grant you additional lifetaps.
ID: 34817^6
You assume the fighting style of an unholy guardian, reducing your melee damage potential but also reducing the damage you take by #1 percent for %z. This discipline will trigger a related effect causing your skill with shields to grant you additional lifetaps.
ID: 34818^6
You assume the fighting style of an unholy guardian, reducing your melee damage potential but also reducing the damage you take by #1 percent for %z. This discipline will trigger a related effect causing your skill with shields to grant you additional lifetaps.
ID: 34819^6
Unholy power imbues your shield, striking out with a lifetap when you block or bash for the next %z.
ID: 34820^6
Unholy power imbues your shield, striking out with a lifetap when you block or bash for the next %z.
ID: 34821^6
Unholy power imbues your shield, striking out with a lifetap when you block or bash for the next %z.
ID: 34822^6
Drains your target of up to @1 hit points.
ID: 34823^6
Drains your target of up to @1 hit points.
ID: 34824^6
Drains your target of up to @1 hit points.
ID: 34831^6
A mystical ring transports you to Shard's Landing.
ID: 34832^6
A mystical circle transports your group to Shard's Landing.
ID: 34833^6
A mystical zephyr transports your target to Shard's Landing
ID: 34834^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 34835^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 34836^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 34837^6
Increases your target's maximum hit points by #8. This bonus will decay over time.
ID: 34838^6
Increases your target's maximum hit points by #8. This bonus will decay over time.
ID: 34839^6
Increases your target's maximum hit points by #8. This bonus will decay over time.
ID: 34840^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 34841^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 34842^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to eradicate them completely.
ID: 34843^6
Attacks your opponents armor, lowering their armor class for a short time.
ID: 34844^6
Cleanses your group of minor corruption.
ID: 34845^6
Cleanses your group of minor corruption.
ID: 34846^6
Cleanses your group of minor corruption.
ID: 34847^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 34848^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 34849^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 34850^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 34851^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 34852^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 34853^6
Calls a torrent of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 34854^6
Calls a torrent of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 34855^6
Calls a torrent of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 34856^6
The flames of the sun will strike creatures surrounding your target for up to @1 damage.
ID: 34857^6
The flames of the sun will strike creatures surrounding your target for up to @1 damage.
ID: 34858^6
The flames of the sun will strike creatures surrounding your target for up to @1 damage.
ID: 34859^6
A purifying breeze cleanses your group, curing them of poisons, disease, and corruption.
ID: 34860^6
A purifying breeze cleanses your group, curing them of poisons, disease, and corruption.
ID: 34861^6
A purifying breeze cleanses your group, curing them of poisons, disease, and corruption.
ID: 34862^6
Calms the savage spirit of your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 34863^6
Calms the savage spirit of your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 34864^6
Calms the savage spirit of your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 34865^6
Causes your target's skin to sprout stemfangs This effect will cause #10 damage to any creatures that strike them. There is a chance that the fangs will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 34866^6
Causes your target's skin to sprout stemfangs This effect will cause #10 damage to any creatures that strike them. There is a chance that the fangs will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 34867^6
Causes your target's skin to sprout stemfangs This effect will cause #10 damage to any creatures that strike them. There is a chance that the fangs will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 34868^6
Causes your target's skin to sprout large spikes and hardened skin. This effect will cause heavy damage to any creatures that strike them.
ID: 34869^6
Fires a sunray at your target for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 34870^6
Fires a sunray at your target for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 34871^6
Fires a sunray at your target for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 34872^6
Summons a stormborn whirlwind, stunning your target and causing up to @1 damage.
ID: 34873^6
Summons a stormborn whirlwind, stunning your target and causing up to @1 damage.
ID: 34874^6
Summons a stormborn whirlwind, stunning your target and causing up to @1 damage.
ID: 34875^6
Covers your target in a layer of ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z. This spell will reflect a heal on your target's target.
ID: 34876^6
Covers your target in a layer of ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z. This spell will reflect a heal on your target's target.
ID: 34877^6
Covers your target in a layer of ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z. This spell will reflect a heal on your target's target.
ID: 34878^6
Heals your target's target for @11 hit points every six seconds for %z.
ID: 34879^6
Heals your target's target for @11 hit points every six seconds for %z.
ID: 34880^6
Heals your target's target for @11 hit points every six seconds for %z.
ID: 34881^6
Surrounds your target in a shield of spikethistles that causes damage to anything that strikes them for %z.
ID: 34882^6
Surrounds your target in a shield of spikethistles that causes damage to anything that strikes them for %z.
ID: 34883^6
Surrounds your target in a shield of spikethistles that causes damage to anything that strikes them for %z.
ID: 34884^6
Hardens the skin of your target, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 34885^6
Hardens the skin of your target, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 34886^6
Hardens the skin of your target, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 34887^6
Mends severe wounds, healing up to @1 damage.
ID: 34888^6
Mends severe wounds, healing up to @1 damage.
ID: 34889^6
Mends severe wounds, healing up to @1 damage.
ID: 34890^6
A frosthowl chill strikes all creatures around your target, dealing up to @1 points of damage.
ID: 34891^6
A frosthowl chill strikes all creatures around your target, dealing up to @1 points of damage.
ID: 34892^6
A frosthowl chill strikes all creatures around your target, dealing up to @1 points of damage.
ID: 34893^6
Covers your skin in bark, greatly reducing the damage you take from melee attacks for up to %z. Your skin will absorb up to @1 points of damage.
ID: 34894^6
Covers your skin in bark, greatly reducing the damage you take from melee attacks for up to %z. Your skin will absorb up to @1 points of damage.
ID: 34895^6
Covers your skin in bark, greatly reducing the damage you take from melee attacks for up to %z. Your skin will absorb up to @1 points of damage.
ID: 34896^6
Imbues your target with the promise of a great heal in %z.
ID: 34897^6
Imbues your target with the promise of a great heal in %z.
ID: 34898^6
Imbues your target with the promise of a great heal in %z.
ID: 34899^6
Instant Duration.
ID: 34900^6
Instant Duration.
ID: 34901^6
Instant Duration.
ID: 34902^6
Surrounds your group in a fiery aura, adding bursts of flame to any damaging spells they cast.
ID: 34903^6
Surrounds your group in a fiery aura, adding bursts of flame to any damaging spells they cast.
ID: 34904^6
Surrounds your group in a fiery aura, adding bursts of flame to any damaging spells they cast.
ID: 34905^6
Adds a burst of flame to damaging spells you cast.
ID: 34906^6
Adds a burst of flame to damaging spells you cast.
ID: 34907^6
Adds a burst of flame to damaging spells you cast.
ID: 34908^6
Burns your target for @1 damage.
ID: 34909^6
Burns your target for @1 damage.
ID: 34910^6
Burns your target for @1 damage.
ID: 34911^6
Commands a horde of insects to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 34912^6
Commands a horde of insects to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 34913^6
Commands a horde of insects to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 34914^6
Surrounds your body in a coat of spikethistles that increases your armor class and harms those that strike you for %z.
ID: 34915^6
Surrounds your body in a coat of spikethistles that increases your armor class and harms those that strike you for %z.
ID: 34916^6
Surrounds your body in a coat of spikethistles that increases your armor class and harms those that strike you for %z.
ID: 34917^6
Surrounds your group in an icy aura, adding bursts of ice to any damaging spells they cast.
ID: 34918^6
Surrounds your group in an icy aura, adding bursts of ice to any damaging spells they cast.
ID: 34919^6
Surrounds your group in an icy aura, adding bursts of ice to any damaging spells they cast.
ID: 34920^6
Adds a burst of ice to damaging spells you cast.
ID: 34921^6
Adds a burst of ice to damaging spells you cast.
ID: 34922^6
Adds a burst of ice to damaging spells you cast.
ID: 34923^6
Freezes your target for @1 damage.
ID: 34924^6
Freezes your target for @1 damage.
ID: 34925^6
Freezes your target for @1 damage.
ID: 34926^6
Burns your target for @1 damage and heals your target's target.
ID: 34927^6
Burns your target for @1 damage and heals your target's target.
ID: 34928^6
Burns your target for @1 damage and heals your target's target.
ID: 34929^6
Heals your target's target for up to @1 hit points.
ID: 34930^6
Heals your target's target for up to @1 hit points.
ID: 34931^6
Heals your target's target for up to @1 hit points.
ID: 34932^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants while also increasing the damage they will take from fire-based spells for %z.
ID: 34933^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants while also increasing the damage they will take from fire-based spells for %z.
ID: 34934^6
Transforms a living creature's skin into plant matter, making them susceptible to effects that work on plants while also increasing the damage they will take from fire-based spells for %z.
ID: 34935^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 34936^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 34937^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 34938^6
Burns your target's skin with winter's radiation, inflicting damage separately from a burning radiation and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 34939^6
Burns your target's skin with winter's radiation, inflicting damage separately from a burning radiation and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 34940^6
Burns your target's skin with winter's radiation, inflicting damage separately from a burning radiation and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 34941^6
Instant Duration.
ID: 34942^6
Instant Duration.
ID: 34943^6
Instant Duration.
ID: 34944^6
Instant Duration.
ID: 34945^6
Instant Duration.
ID: 34946^6
Instant Duration.
ID: 34947^6
Blankets your target in clinging frost, lowering their attack value and armor class for %z. This spell reflects a heal upon your target's target.
ID: 34948^6
Blankets your target in clinging frost, lowering their attack value and armor class for %z. This spell reflects a heal upon your target's target.
ID: 34949^6
Blankets your target in clinging frost, lowering their attack value and armor class for %z. This spell reflects a heal upon your target's target.
ID: 34950^6
Heals your target's target for up to @1 hit points.
ID: 34951^6
Heals your target's target for up to @1 hit points.
ID: 34952^6
Heals your target's target for up to @1 hit points.
ID: 34953^6
Freezes your target in a moonbeam, dealing between #2 and @2 damage every six seconds, lowering their armor class and resistance to cold, and increasing the amount of damage they take from cold spells for %z.
ID: 34954^6
Freezes your target in a moonbeam, dealing between #2 and @2 damage every six seconds, lowering their armor class and resistance to cold, and increasing the amount of damage they take from cold spells for %z.
ID: 34955^6
Freezes your target in a moonbeam, dealing between #2 and @2 damage every six seconds, lowering their armor class and resistance to cold, and increasing the amount of damage they take from cold spells for %z.
ID: 34956^6
Summons a sporali ally to attack your target with poison for up to @1 seconds.
ID: 34957^6
Summons a sporali ally to attack your target with poison for up to @1 seconds.
ID: 34958^6
Summons a sporali ally to attack your target with poison for up to @1 seconds.
ID: 34959^6
Poisons your target, dealing up to @1 damage.
ID: 34960^6
Poisons your target, dealing up to @1 damage.
ID: 34961^6
Poisons your target, dealing up to @1 damage.
ID: 34962^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 34963^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 34964^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 34965^6
Heals #8 hit points every six seconds.
ID: 34966^6
Heals #8 hit points every six seconds.
ID: 34967^6
Heals #8 hit points every six seconds.
ID: 34968^6
Lowers your target's attack power and armor class for %z.
ID: 34969^6
Lowers your target's attack power and armor class for %z.
ID: 34970^6
Lowers your target's attack power and armor class for %z.
ID: 34971^6
Burns your target's target and grants you a twincast of the next two heals cast.
ID: 34972^6
Burns your target's target and grants you a twincast of the next two heals cast.
ID: 34973^6
Burns your target's target and grants you a twincast of the next two heals cast.
ID: 34974^6
Burns your target's target for up to @1 points of damage.
ID: 34975^6
Burns your target's target for up to @1 points of damage.
ID: 34976^6
Burns your target's target for up to @1 points of damage.
ID: 34977^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 34978^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 34979^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 34980^6
Ignites your target's skin, doing up to @1 damage.
ID: 34981^6
Ignites your target's skin, doing up to @1 damage.
ID: 34982^6
Ignites your target's skin, doing up to @1 damage.
ID: 34983^6
Surrounds your group in a shield of spikethistles that causes damage to anything that strikes them for %z.
ID: 34984^6
Surrounds your group in a shield of spikethistles that causes damage to anything that strikes them for %z.
ID: 34985^6
Surrounds your group in a shield of spikethistles that causes damage to anything that strikes them for %z.
ID: 34986^6
Hardens the skin of your group, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 34987^6
Hardens the skin of your group, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 34988^6
Hardens the skin of your group, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 34989^6
Summons gelid crystals, causing @1 damage to your target.
ID: 34990^6
Summons gelid crystals, causing @1 damage to your target.
ID: 34991^6
Summons gelid crystals, causing @1 damage to your target.
ID: 34992^6
Covers your face in the mask of the bosquetender for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 34993^6
Covers your face in the mask of the bosquetender for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 34994^6
Covers your face in the mask of the bosquetender for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 34995^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 34996^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 34997^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 34998^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 34999^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 35000^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 35001^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 35002^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 35003^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 35004^6
Curses your target with the chill of the Visionary, dealing @1 damage every six seconds for %z. If this effect lasts its full duration, a more damaging frost will form on the target.
ID: 35005^6
Curses your target with the chill of the Visionary, dealing @1 damage every six seconds for %z. If this effect lasts its full duration, a more damaging frost will form on the target.
ID: 35006^6
Curses your target with the chill of the Visionary, dealing @1 damage every six seconds for %z. If this effect lasts its full duration, a more damaging frost will form on the target.
ID: 35007^6
Curses your target with the frost of the Visionary, dealing @1 damage every six seconds for %z.
ID: 35008^6
Curses your target with the frost of the Visionary, dealing @1 damage every six seconds for %z.
ID: 35009^6
Curses your target with the frost of the Visionary, dealing @1 damage every six seconds for %z.
ID: 35010^6
Vivifies your target, healing up to #1 damage.
ID: 35011^6
Vivifies your target, healing up to #1 damage.
ID: 35012^6
Vivifies your target, healing up to #1 damage.
ID: 35013^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 35014^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 35015^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 35016^6
Lowers your target's hatred for you by @1.
ID: 35017^6
Lowers your target's hatred for you by @1.
ID: 35018^6
Lowers your target's hatred for you by @1.
ID: 35019^6
Surrounds your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell will also reflect healing upon your target's target.
ID: 35020^6
Surrounds your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell will also reflect healing upon your target's target.
ID: 35021^6
Surrounds your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell will also reflect healing upon your target's target.
ID: 35022^6
Heals your target's target for up to @1 hit points.
ID: 35023^6
Heals your target's target for up to @1 hit points.
ID: 35024^6
Heals your target's target for up to @1 hit points.
ID: 35025^6
Entraps your target in serpent vines, slowing their movement rate for up to %z. This spell is difficult to resist.
ID: 35026^6
Entraps your target in serpent vines, slowing their movement rate for up to %z. This spell is difficult to resist.
ID: 35027^6
Entraps your target in serpent vines, slowing their movement rate for up to %z. This spell is difficult to resist.
ID: 35028^6
Unleashes a roaring wind at your target, dealing up to @1 damage and stunning creatures up to level @2.
ID: 35029^6
Unleashes a roaring wind at your target, dealing up to @1 damage and stunning creatures up to level @2.
ID: 35030^6
Unleashes a roaring wind at your target, dealing up to @1 damage and stunning creatures up to level @2.
ID: 35031^6
This spell will trigger both Frigid Moonbeam and Thornmaw Vines on your target at a slightly increased cost in mana.
ID: 35032^6
This spell will trigger both Frigid Moonbeam and Thornmaw Vines on your target at a slightly increased cost in mana.
ID: 35033^6
This spell will trigger both Frigid Moonbeam and Thornmaw Vines on your target at a slightly increased cost in mana.
ID: 35034^6
This spell will trigger both Adrenaline Rush and Stemfang on your target at a slightly increased cost in mana.
ID: 35035^6
This spell will trigger both Adrenaline Rush and Stemfang on your target at a slightly increased cost in mana.
ID: 35036^6
This spell will trigger both Adrenaline Rush and Stemfang on your target at a slightly increased cost in mana.
ID: 35043^6
Strikes your opponent with three flying kicks while making them weaker against additional flying kick attacks.
ID: 35044^6
Strikes your opponent with three flying kicks while making them weaker against additional flying kick attacks.
ID: 35045^6
Strikes your opponent with three flying kicks while making them weaker against additional flying kick attacks.
ID: 35046^6
Weakens you against incoming flying kicks.
ID: 35047^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 35048^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 35049^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 35050^6
You take the balanced stance of the eagle, adding extra attacks when you strike your target.
ID: 35051^6
You take the balanced stance of the eagle, adding extra attacks when you strike your target.
ID: 35052^6
You take the balanced stance of the eagle, adding extra attacks when you strike your target.
ID: 35053^6
You take the balanced stance of the eagle, adding extra attacks when you strike your target for %z.
ID: 35054^6
You take the balanced stance of the eagle, adding extra attacks when you strike your target for %z.
ID: 35055^6
You take the balanced stance of the eagle, adding extra attacks when you strike your target for %z.
ID: 35056^6
Executes an Eagle Claw attack against your target.
ID: 35057^6
Executes an Eagle Claw attack against your target.
ID: 35058^6
Executes an Eagle Claw attack against your target.
ID: 35059^6
You step into the shadows, increasing your chance to dodge by #7 for up to %z.
ID: 35060^6
You step into the shadows, increasing your chance to dodge by #7 for up to %z.
ID: 35061^6
You step into the shadows, increasing your chance to dodge by #7 for up to %z.
ID: 35062^6
Adds #3 damage to all attacks in addition to boosting the damage done by all of your melee attacks for %z.
ID: 35063^6
Adds #3 damage to all attacks in addition to boosting the damage done by all of your melee attacks for %z.
ID: 35064^6
Adds #3 damage to all attacks in addition to boosting the damage done by all of your melee attacks for %z.
ID: 35065^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 35066^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 35067^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 35068^6
Instant Duration.
ID: 35069^6
Instant Duration.
ID: 35070^6
Instant Duration.
ID: 35071^6
Increases the damage done by all of your melee attacks for %z.
ID: 35072^6
Increases the damage done by all of your melee attacks for %z.
ID: 35073^6
Increases the damage done by all of your melee attacks for %z.
ID: 35074^6
With eight simple steps, you attack your opponent with three successive eagle claw strikes.
ID: 35075^6
With eight simple steps, you attack your opponent with three successive eagle claw strikes.
ID: 35076^6
With eight simple steps, you attack your opponent with three successive eagle claw strikes.
ID: 35077^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 35078^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 35079^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 35080^6
Increases negative health limit by #1. Heals you every six seconds. The amount healed will increase if you are at especially low health.
ID: 35081^6
Increases negative health limit by #1. Heals you every six seconds. The amount healed will increase if you are at especially low health.
ID: 35082^6
Increases negative health limit by #1. Heals you every six seconds. The amount healed will increase if you are at especially low health.
ID: 35083^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 35084^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 35085^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 35086^6
Focuses your internal energy using the technique of Master Zagali. While in this trance your flying kicks will do much greater damage, have a higher chance of hitting, and you will be able to execute them much more frequently.
ID: 35087^6
Focuses your internal energy using the technique of Master Zagali. While in this trance your flying kicks will do much greater damage, have a higher chance of hitting, and you will be able to execute them much more frequently.
ID: 35088^6
Focuses your internal energy using the technique of Master Zagali. While in this trance your flying kicks will do much greater damage, have a higher chance of hitting, and you will be able to execute them much more frequently.
ID: 35089^6
Joins your body with the strength of the earth, strengthening your attacks and causing you to take greatly decreased melee damage.
ID: 35090^6
Joins your body with the strength of the earth, strengthening your attacks and causing you to take greatly decreased melee damage.
ID: 35091^6
Joins your body with the strength of the earth, strengthening your attacks and causing you to take greatly decreased melee damage.
ID: 35092^6
Quickens your reflexes, allowing you to block several attacks if you absorb a very large melee strike.
ID: 35093^6
Quickens your reflexes, allowing you to block several attacks if you absorb a very large melee strike.
ID: 35094^6
Quickens your reflexes, allowing you to block several attacks if you absorb a very large melee strike.
ID: 35095^6
Quickens your reflexes, allowing you to block several attacks if you absorb a melee strike larger than $1 hit points.
ID: 35096^6
Quickens your reflexes, allowing you to block several attacks if you absorb a melee strike larger than $1 hit points.
ID: 35097^6
Quickens your reflexes, allowing you to block several attacks if you absorb a melee strike larger than $1 hit points.
ID: 35098^6
Absorbs up to @6 damage from the next #6 melee or spell strikes that target you.
ID: 35099^6
Absorbs up to @6 damage from the next #6 melee or spell strikes that target you.
ID: 35100^6
Absorbs up to @6 damage from the next #6 melee or spell strikes that target you.
ID: 35101^6
The power of the dragon infuses you, striking your opponent with physical and magical attacks.
ID: 35102^6
The power of the dragon infuses you, striking your opponent with physical and magical attacks.
ID: 35103^6
The power of the dragon infuses you, striking your opponent with physical and magical attacks.
ID: 35104^6
Enhances your defensive skills, allowing you to mend your wounds with each successful parry or dodge.
ID: 35105^6
Enhances your defensive skills, allowing you to mend your wounds with each successful parry or dodge.
ID: 35106^6
Enhances your defensive skills, allowing you to mend your wounds with each successful parry or dodge.
ID: 35107^6
Mends your wounds, healing you for up to @1 hit points.
ID: 35108^6
Mends your wounds, healing you for up to @1 hit points.
ID: 35109^6
Mends your wounds, healing you for up to @1 hit points.
ID: 35110^6
A long forgotten aria that cleanses the target's body of poison, disease, curses, and corruption.
ID: 35111^6
A long forgotten aria that cleanses the target's body of poison, disease, curses, and corruption.
ID: 35112^6
A long forgotten aria that cleanses the target's body of poison, disease, curses, and corruption.
ID: 35113^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent and increases their chance to flurry.
ID: 35114^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent and increases their chance to flurry.
ID: 35115^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent and increases their chance to flurry.
ID: 35116^6
A quiet lullaby that causes your target to fall into an enchanted sleep and has a chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 35117^6
A quiet lullaby that causes your target to fall into an enchanted sleep and has a chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 35118^6
A quiet lullaby that causes your target to fall into an enchanted sleep and has a chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 35119^6
Increases your companions' health, mana, and endurance regeneration and increases the yield of their healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 35120^6
Increases your companions' health, mana, and endurance regeneration and increases the yield of their healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 35121^6
Increases your companions' health, mana, and endurance regeneration and increases the yield of their healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 35122^6
Adds a defensive barrier that can stun attacking creatures.
ID: 35123^6
Adds a defensive barrier that can stun attacking creatures.
ID: 35124^6
Adds a defensive barrier that can stun attacking creatures.
ID: 35125^6
Stuns creatures up to level @4.
ID: 35126^6
Stuns creatures up to level @4.
ID: 35127^6
Stuns creatures up to level @4.
ID: 35128^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 35129^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 35130^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 35131^6
A quiet song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 35132^6
A quiet song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 35133^6
A quiet song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 35134^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay inside the area of the aura.
ID: 35135^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay inside the area of the aura.
ID: 35136^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay inside the area of the aura.
ID: 35137^6
Regenerates health and mana every six seconds.
ID: 35138^6
Regenerates health and mana every six seconds.
ID: 35139^6
Regenerates health and mana every six seconds.
ID: 35140^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay within earshot of your echo.
ID: 35141^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay within earshot of your echo.
ID: 35142^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay within earshot of your echo.
ID: 35143^6
Regenerates health and mana every six seconds.
ID: 35144^6
Regenerates health and mana every six seconds.
ID: 35145^6
Regenerates health and mana every six seconds.
ID: 35146^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 35147^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 35148^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 35149^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 35150^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 35151^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 35152^6
Lowers the recast time of your companions' beneficial spells and reduces the hatred generated by such actions. This will benefit spells that are at least level #5 and up to level #8.
ID: 35153^6
Lowers the recast time of your companions' beneficial spells and reduces the hatred generated by such actions. This will benefit spells that are at least level #5 and up to level #8.
ID: 35154^6
Lowers the recast time of your companions' beneficial spells and reduces the hatred generated by such actions. This will benefit spells that are at least level #5 and up to level #8.
ID: 35155^6
Calls forth a renewing blessing to regenerate the health and mana of nearby allies.
ID: 35156^6
Calls forth a renewing blessing to regenerate the health and mana of nearby allies.
ID: 35157^6
Calls forth a renewing blessing to regenerate the health and mana of nearby allies.
ID: 35158^6
This psalm increases the effectiveness of fire and magic damage over time spells cast by members of your group. The song improves spells that are between level #3 and level #4.
ID: 35159^6
This psalm increases the effectiveness of fire and magic damage over time spells cast by members of your group. The song improves spells that are between level #3 and level #4.
ID: 35160^6
This psalm increases the effectiveness of fire and magic damage over time spells cast by members of your group. The song improves spells that are between level #3 and level #4.
ID: 35161^6
Increases your group's chance to have critical heals and heals over time by #1 percent. This effectiveness will decay on spells above level @1.
ID: 35162^6
Increases your group's chance to have critical heals and heals over time by #1 percent. This effectiveness will decay on spells above level @1.
ID: 35163^6
Increases your group's chance to have critical heals and heals over time by #1 percent. This effectiveness will decay on spells above level @1.
ID: 35164^6
Grants your companions the ability to add a magical strike to their melee attacks. These strikes will generate less hatred than normal.
ID: 35165^6
Grants your companions the ability to add a magical strike to their melee attacks. These strikes will generate less hatred than normal.
ID: 35166^6
Grants your companions the ability to add a magical strike to their melee attacks. These strikes will generate less hatred than normal.
ID: 35167^6
Strikes your opponent with suffering, doing up to @1 points of damage.
ID: 35168^6
Strikes your opponent with suffering, doing up to @1 points of damage.
ID: 35169^6
Strikes your opponent with suffering, doing up to @1 points of damage.
ID: 35170^6
Those that hear the spry sonata move with a serpentine precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 35171^6
Those that hear the spry sonata move with a serpentine precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 35172^6
Those that hear the spry sonata move with a serpentine precision and fluidity that grants them increased armor class, resistance to detrimental spells, and reduced damage shield taken from offhand attacks.
ID: 35173^6
This energizing aria increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 35174^6
This energizing aria increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 35175^6
This energizing aria increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 35176^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 35177^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 35178^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 35179^6
A slow rhythm that lowers the movement rate of an opponent for %z.
ID: 35180^6
A slow rhythm that lowers the movement rate of an opponent for %z.
ID: 35181^6
A slow rhythm that lowers the movement rate of an opponent for %z.
ID: 35182^6
This song causes your target to fall into an enchanted sleep and has a #2 percent chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 35183^6
This song causes your target to fall into an enchanted sleep and has a #2 percent chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 35184^6
This song causes your target to fall into an enchanted sleep and has a #2 percent chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 35185^6
A bewitching melody that charms the target, allowing you to command it. Affects creatures up to level @1.
ID: 35186^6
A bewitching melody that charms the target, allowing you to command it. Affects creatures up to level @1.
ID: 35187^6
A bewitching melody that charms the target, allowing you to command it. Affects creatures up to level @1.
ID: 35188^6
The song of the warlord inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, damaging attackers by up to @4, and adding damage to their attacks.
ID: 35189^6
The song of the warlord inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, damaging attackers by up to @4, and adding damage to their attacks.
ID: 35190^6
The song of the warlord inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, damaging attackers by up to @4, and adding damage to their attacks.
ID: 35191^6
Fuels the destructive power of your group members, applying an additional damage effect to their attacks and every damaging spell they cast.
ID: 35192^6
Fuels the destructive power of your group members, applying an additional damage effect to their attacks and every damaging spell they cast.
ID: 35193^6
Fuels the destructive power of your group members, applying an additional damage effect to their attacks and every damaging spell they cast.
ID: 35194^6
Instant Duration.
ID: 35195^6
Instant Duration.
ID: 35196^6
Instant Duration.
ID: 35197^6
Instant Duration.
ID: 35198^6
Instant Duration.
ID: 35199^6
Instant Duration.
ID: 35200^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay inside the area of the aura.
ID: 35201^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay inside the area of the aura.
ID: 35202^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay inside the area of the aura.
ID: 35203^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This aura also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 35204^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This aura also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 35205^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This aura also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 35206^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay within earshot of your echo.
ID: 35207^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay within earshot of your echo.
ID: 35208^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay within earshot of your echo.
ID: 35209^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This echo also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 35210^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This echo also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 35211^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This echo also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 35212^6
Words can hurt. These words will do up to #1 damage to your target.
ID: 35213^6
Words can hurt. These words will do up to #1 damage to your target.
ID: 35214^6
Words can hurt. These words will do up to #1 damage to your target.
ID: 35215^6
This song will increase your companions' armor class and give their attacks the chance to strike an infuriating magical blow.
ID: 35216^6
This song will increase your companions' armor class and give their attacks the chance to strike an infuriating magical blow.
ID: 35217^6
This song will increase your companions' armor class and give their attacks the chance to strike an infuriating magical blow.
ID: 35218^6
Strikes your opponent, dealing #1 damage and infuriating them.
ID: 35219^6
Strikes your opponent, dealing #1 damage and infuriating them.
ID: 35220^6
Strikes your opponent, dealing #1 damage and infuriating them.
ID: 35221^6
When this song builds to a crescendo it awakens the senses of your group members, restoring their health, mana, and endurance.
ID: 35222^6
When this song builds to a crescendo it awakens the senses of your group members, restoring their health, mana, and endurance.
ID: 35223^6
When this song builds to a crescendo it awakens the senses of your group members, restoring their health, mana, and endurance.
ID: 35224^6
Instant Duration.
ID: 35225^6
Instant Duration.
ID: 35226^6
Instant Duration.
ID: 35227^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 35228^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 35229^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 35230^6
Causes up to six nearby enemies to fall into an enchanted sleep for up to %z.
ID: 35231^6
Causes up to six nearby enemies to fall into an enchanted sleep for up to %z.
ID: 35232^6
Causes up to six nearby enemies to fall into an enchanted sleep for up to %z.
ID: 35233^6
You steel your reflexes, delivering four slashing attacks to your target and restoring a large amount of mana to your group.
ID: 35234^6
You steel your reflexes, delivering four slashing attacks to your target and restoring a large amount of mana to your group.
ID: 35235^6
You steel your reflexes, delivering four slashing attacks to your target and restoring a large amount of mana to your group.
ID: 35236^6
Restores up to @2 mana to your group.
ID: 35237^6
Restores up to @2 mana to your group.
ID: 35238^6
Restores up to @2 mana to your group.
ID: 35239^6
A perfect harmony envelops your enemy, causing them to become more susceptible to fire, ice, poison, disease, and magic.
ID: 35240^6
A perfect harmony envelops your enemy, causing them to become more susceptible to fire, ice, poison, disease, and magic.
ID: 35241^6
A perfect harmony envelops your enemy, causing them to become more susceptible to fire, ice, poison, disease, and magic.
ID: 35242^6
This melody encompasses all nearby creatures in magical bonds, slowing their attack speed and reducing their armor class.
ID: 35243^6
This melody encompasses all nearby creatures in magical bonds, slowing their attack speed and reducing their armor class.
ID: 35244^6
This melody encompasses all nearby creatures in magical bonds, slowing their attack speed and reducing their armor class.
ID: 35251^6
Strikes an unsuspecting opponent with a focused blow, stunning them. This will only work on targets up to level @1.
ID: 35252^6
Strikes an unsuspecting opponent with a focused blow, stunning them. This will only work on targets up to level @1.
ID: 35253^6
Strikes an unsuspecting opponent with a focused blow, stunning them. This will only work on targets up to level @1.
ID: 35254^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 35255^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 35256^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 35257^6
Makes your target a gullible mark, stunning them and increasing the damage they take from piercing weapons. This will only work on targets up to level @1.
ID: 35258^6
Makes your target a gullible mark, stunning them and increasing the damage they take from piercing weapons. This will only work on targets up to level @1.
ID: 35259^6
Makes your target a gullible mark, stunning them and increasing the damage they take from piercing weapons. This will only work on targets up to level @1.
ID: 35260^6
Increases incoming piercing damage by #12 percent for %z.
ID: 35261^6
Increases incoming piercing damage by #12 percent for %z.
ID: 35262^6
Increases incoming piercing damage by #12 percent for %z.
ID: 35263^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. This will generate less hatred than normal attacks.
ID: 35264^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. This will generate less hatred than normal attacks.
ID: 35265^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. This will generate less hatred than normal attacks.
ID: 35266^6
Focuses your energy to imbue your attacks with a strike that causes your opponent to forget some of the damage you have done to them.
ID: 35267^6
Focuses your energy to imbue your attacks with a strike that causes your opponent to forget some of the damage you have done to them.
ID: 35268^6
Focuses your energy to imbue your attacks with a strike that causes your opponent to forget some of the damage you have done to them.
ID: 35269^6
Instant Duration.
ID: 35270^6
Instant Duration.
ID: 35271^6
Instant Duration.
ID: 35272^6
Applies a poison to your blades, allowing a chance for your melee attacks to deal extra damage for a short time.
ID: 35273^6
Applies a poison to your blades, allowing a chance for your melee attacks to deal extra damage for a short time.
ID: 35274^6
Applies a poison to your blades, allowing a chance for your melee attacks to deal extra damage for a short time.
ID: 35275^6
Applies a poison to your blades, allowing a chance for up to 16 melee attacks to deal extra damage for %z.
ID: 35276^6
Applies a poison to your blades, allowing a chance for up to 16 melee attacks to deal extra damage for %z.
ID: 35277^6
Applies a poison to your blades, allowing a chance for up to 16 melee attacks to deal extra damage for %z.
ID: 35278^6
Deals #1 points of poison damage to your target.
ID: 35279^6
Deals #1 points of poison damage to your target.
ID: 35280^6
Deals #1 points of poison damage to your target.
ID: 35281^6
Hurls a magical dagger at the target.
ID: 35282^6
Hurls a magical dagger at the target.
ID: 35283^6
Hurls a magical dagger at the target.
ID: 35284^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 35285^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 35286^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 35287^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 35288^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 35289^6
Places you in an extended evasive combat stance, increasing your chance to avoid attacks. Practitioners of this stance often tire if they remain in the stance for too long.
ID: 35290^6
Tricks your target, reducing its hatred for you and increasing hatred its current foe generates.
ID: 35291^6
Tricks your target, reducing its hatred for you and increasing hatred its current foe generates.
ID: 35292^6
Tricks your target, reducing its hatred for you and increasing hatred its current foe generates.
ID: 35293^6
Causes your actions to generate #4 percent more hatred for %z.
ID: 35294^6
Causes your actions to generate #4 percent more hatred for %z.
ID: 35295^6
Causes your actions to generate #4 percent more hatred for %z.
ID: 35296^6
Pinpoints the deficiencies of your target, decreasing their chance to evade attacks while increasing the damage they take from backstabs by #4 percent and piercing by #7 percent for %z
ID: 35297^6
Pinpoints the deficiencies of your target, decreasing their chance to evade attacks while increasing the damage they take from backstabs by #4 percent and piercing by #7 percent for %z
ID: 35298^6
Pinpoints the deficiencies of your target, decreasing their chance to evade attacks while increasing the damage they take from backstabs by #4 percent and piercing by #7 percent for %z
ID: 35299^6
A staggering assault that strikes your foe for #1 damage and increases the damage you do with melee weapons for a short time.
ID: 35300^6
A staggering assault that strikes your foe for #1 damage and increases the damage you do with melee weapons for a short time.
ID: 35301^6
A staggering assault that strikes your foe for #1 damage and increases the damage you do with melee weapons for a short time.
ID: 35302^6
Increases the amount of melee damage you do for a short time.
ID: 35303^6
Increases the amount of melee damage you do for a short time.
ID: 35304^6
Increases the amount of melee damage you do for a short time.
ID: 35305^6
You take careful aim at your opponent, causing your next backstab or double backstab to never miss and cause greater damage. You may only prepare for a sneak attack after being hidden.
ID: 35306^6
You take careful aim at your opponent, causing your next backstab or double backstab to never miss and cause greater damage. You may only prepare for a sneak attack after being hidden.
ID: 35307^6
You take careful aim at your opponent, causing your next backstab or double backstab to never miss and cause greater damage. You may only prepare for a sneak attack after being hidden.
ID: 35308^6
Befuddles your target, giving an opportunity to sneak away.
ID: 35309^6
Befuddles your target, giving an opportunity to sneak away.
ID: 35310^6
Befuddles your target, giving an opportunity to sneak away.
ID: 35311^6
Hides you and increases your movement speed.
ID: 35312^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 35313^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 35314^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 35315^6
Mesmerization.
ID: 35316^6
Mesmerization.
ID: 35317^6
Mesmerization.
ID: 35318^6
Constructs a trap of poison spikes at your feet which will trigger when enemies draw near and slow their movement rate.
ID: 35319^6
Constructs a trap of poison spikes at your feet which will trigger when enemies draw near and slow their movement rate.
ID: 35320^6
Constructs a trap of poison spikes at your feet which will trigger when enemies draw near and slow their movement rate.
ID: 35321^6
Constructs a trap of poison spikes at your feet which will trigger when enemies draw near and slow their movement rate.
ID: 35322^6
Constructs a trap of poison spikes at your feet which will trigger when enemies draw near and slow their movement rate.
ID: 35323^6
Constructs a trap of poison spikes at your feet which will trigger when enemies draw near and slow their movement rate.
ID: 35324^6
Allows you to avoid the next two magical attacks that would affect you. Will apply #4 feedback damage to the caster of some incoming spells.
ID: 35325^6
Allows you to avoid the next two magical attacks that would affect you. Will apply #4 feedback damage to the caster of some incoming spells.
ID: 35326^6
Allows you to avoid the next two magical attacks that would affect you. Will apply #4 feedback damage to the caster of some incoming spells.
ID: 35327^6
Increases your throwing damage and imbues your throwing attacks with a poisonous effect.
ID: 35328^6
Increases your throwing damage and imbues your throwing attacks with a poisonous effect.
ID: 35329^6
Increases your throwing damage and imbues your throwing attacks with a poisonous effect.
ID: 35330^6
Causes up to @1 poison damage.
ID: 35331^6
Causes up to @1 poison damage.
ID: 35332^6
Causes up to @1 poison damage.
ID: 35333^6
Adds #1 damage to your poisons and increases the rate at which your weapon's innate spells fire for %z.
ID: 35334^6
Adds #1 damage to your poisons and increases the rate at which your weapon's innate spells fire for %z.
ID: 35335^6
Adds #1 damage to your poisons and increases the rate at which your weapon's innate spells fire for %z.
ID: 35336^6
Increases the damage of all of your melee attacks.
ID: 35337^6
Increases the damage of all of your melee attacks.
ID: 35338^6
Increases the damage of all of your melee attacks.
ID: 35342^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 35343^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 35344^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 35345^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 35346^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 35347^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 35348^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 35349^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 35350^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 35351^6
Fills your group with the power of the snow leopard, granting their melee attacks a chance to cause extra damage.
ID: 35352^6
Fills your group with the power of the snow leopard, granting their melee attacks a chance to cause extra damage.
ID: 35353^6
Fills your group with the power of the snow leopard, granting their melee attacks a chance to cause extra damage.
ID: 35354^6
Instant Duration.
ID: 35355^6
Instant Duration.
ID: 35356^6
Instant Duration.
ID: 35357^6
Fills your target with a preeminent foresight, mammoth's force, insistent focusing, and a spirit of dauntlessness. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 35358^6
Fills your target with a preeminent foresight, mammoth's force, insistent focusing, and a spirit of dauntlessness. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 35359^6
Fills your target with a preeminent foresight, mammoth's force, insistent focusing, and a spirit of dauntlessness. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 35360^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 35361^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 35362^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 35363^6
Fills your target with the spirit of dauntlessness, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 35364^6
Fills your target with the spirit of dauntlessness, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 35365^6
Fills your target with the spirit of dauntlessness, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 35366^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to attacks.
ID: 35367^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to attacks.
ID: 35368^6
Aligns your target's form with the animals, making it susceptible to effects that work on animals, while also lowering its accuracy and making it more susceptible to attacks.
ID: 35369^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 35370^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 35371^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after 240 interventions.
ID: 35372^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 35373^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 35374^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 35375^6
Provides a #1 percent chance to cast a healing spell.
ID: 35376^6
Provides a #1 percent chance to cast a healing spell.
ID: 35377^6
Provides a #1 percent chance to cast a healing spell.
ID: 35378^6
Heals #2 hit points every six seconds.
ID: 35379^6
Deals #2 points of damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 35380^6
Deals #2 points of damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 35381^6
Deals #2 points of damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 35382^6
Inflicts a disease on your target, dealing @1 damage every six seconds for %z. If the disease runs its full course, it will trigger a stronger disease effect.
ID: 35383^6
Inflicts a disease on your target, dealing @1 damage every six seconds for %z. If the disease runs its full course, it will trigger a stronger disease effect.
ID: 35384^6
Inflicts a disease on your target, dealing @1 damage every six seconds for %z. If the disease runs its full course, it will trigger a stronger disease effect.
ID: 35385^6
Inflicts a strong disease on your target, dealing @1 damage every six seconds for %z.
ID: 35386^6
Inflicts a strong disease on your target, dealing @1 damage every six seconds for %z.
ID: 35387^6
Inflicts a strong disease on your target, dealing @1 damage every six seconds for %z.
ID: 35388^6
Summons mystical power, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 35389^6
Summons mystical power, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 35390^6
Summons mystical power, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 35391^6
Absorbs #1 percent of incoming melee damage, up to a maximum of @1.
ID: 35392^6
Absorbs #1 percent of incoming melee damage, up to a maximum of @1.
ID: 35393^6
Absorbs #1 percent of incoming melee damage, up to a maximum of @1.
ID: 35394^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 35395^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 35396^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 35397^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 35398^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 35399^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 35400^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 35401^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 35402^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 35403^6
Afflicts your target with a poisonous bite, causing up to @1 damage.
ID: 35404^6
Afflicts your target with a poisonous bite, causing up to @1 damage.
ID: 35405^6
Afflicts your target with a poisonous bite, causing up to @1 damage.
ID: 35406^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 35407^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 35408^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 35409^6
Inflicts your target with a debilitating disease, lowering their disease resistance and dealing #2 damage every six seconds for %z.
ID: 35410^6
Inflicts your target with a debilitating disease, lowering their disease resistance and dealing #2 damage every six seconds for %z.
ID: 35411^6
Inflicts your target with a debilitating disease, lowering their disease resistance and dealing #2 damage every six seconds for %z.
ID: 35412^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 35413^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 35414^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 35415^6
Creates a rain of poison, causing three waves of #1 damage to everything in a small radius around your target.
ID: 35416^6
Creates a rain of poison, causing three waves of #1 damage to everything in a small radius around your target.
ID: 35417^6
Creates a rain of poison, causing three waves of #1 damage to everything in a small radius around your target.
ID: 35418^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 35419^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 35420^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 35421^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 35422^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 35423^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 35424^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. If this venom runs its full course, it will trigger an even stronger venom.
ID: 35425^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. If this venom runs its full course, it will trigger an even stronger venom.
ID: 35426^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. If this venom runs its full course, it will trigger an even stronger venom.
ID: 35427^6
Fills your target's veins with a fast-acting venom, causing #1 damage every six seconds for %z.
ID: 35428^6
Fills your target's veins with a fast-acting venom, causing #1 damage every six seconds for %z.
ID: 35429^6
Fills your target's veins with a fast-acting venom, causing #1 damage every six seconds for %z.
ID: 35430^6
Fills your target's veins with a fast-acting venom, causing #2 damage every six seconds for %z. This venom will do less damage to exceptionally strong targets.
ID: 35431^6
Fills your target's veins with a fast-acting venom, causing #2 damage every six seconds for %z. This venom will do less damage to exceptionally strong targets.
ID: 35432^6
Fills your target's veins with a fast-acting venom, causing #2 damage every six seconds for %z. This venom will do less damage to exceptionally strong targets.
ID: 35433^6
Channels the blood of Sanera to cure your group of poison, disease, curses, and corruption.
ID: 35434^6
Channels the blood of Sanera to cure your group of poison, disease, curses, and corruption.
ID: 35435^6
Channels the blood of Sanera to cure your group of poison, disease, curses, and corruption.
ID: 35436^6
Hits your target's target with a searing frost, and grants the caster a healing twincast.
ID: 35437^6
Hits your target's target with a searing frost, and grants the caster a healing twincast.
ID: 35438^6
Hits your target's target with a searing frost, and grants the caster a healing twincast.
ID: 35439^6
By calling to the Pack of Kriegas, your detrimental damaging spells will have a chance to summon a pack of wolves that will attack your target. These wolves will consume mana when they appear.
ID: 35440^6
By calling to the Pack of Kriegas, your detrimental damaging spells will have a chance to summon a pack of wolves that will attack your target. These wolves will consume mana when they appear.
ID: 35441^6
By calling to the Pack of Kriegas, your detrimental damaging spells will have a chance to summon a pack of wolves that will attack your target. These wolves will consume mana when they appear.
ID: 35442^6
Instant Duration.
ID: 35443^6
Instant Duration.
ID: 35444^6
Instant Duration.
ID: 35445^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 35446^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 35447^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 35448^6
Channels your spirit's energy to heal your target for up to @1, damaging yourself in the process.
ID: 35449^6
Channels your spirit's energy to heal your target for up to @1, damaging yourself in the process.
ID: 35450^6
Channels your spirit's energy to heal your target for up to @1, damaging yourself in the process.
ID: 35451^6
Drains up to @1 of your own health in order to heal another.
ID: 35452^6
Drains up to @1 of your own health in order to heal another.
ID: 35453^6
Drains up to @1 of your own health in order to heal another.
ID: 35454^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 35455^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 35456^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 35457^6
Fills your group with a preeminent foresight, mammoth's force, insistent focusing, and a spirit of dauntlessness. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 35458^6
Fills your group with a preeminent foresight, mammoth's force, insistent focusing, and a spirit of dauntlessness. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 35459^6
Fills your group with a preeminent foresight, mammoth's force, insistent focusing, and a spirit of dauntlessness. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 35460^6
Protects you with a spiritual ward that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 35461^6
Protects you with a spiritual ward that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 35462^6
Protects you with a spiritual ward that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 35463^6
Heals #1 hit points every six seconds.
ID: 35464^6
Heals #1 hit points every six seconds.
ID: 35465^6
Heals #1 hit points every six seconds.
ID: 35466^6
Curses your target with a disease of insects, slowing their attack rate for %z.
ID: 35467^6
Curses your target with a disease of insects, slowing their attack rate for %z.
ID: 35468^6
Curses your target with a disease of insects, slowing their attack rate for %z.
ID: 35469^6
Calls the spirit of Blezon to watch over your group, healing #1 points of damage and calling forth future waves of healing.
ID: 35470^6
Calls the spirit of Blezon to watch over your group, healing #1 points of damage and calling forth future waves of healing.
ID: 35471^6
Calls the spirit of Blezon to watch over your group, healing #1 points of damage and calling forth future waves of healing.
ID: 35472^6
Calls forth a future wave of healing.
ID: 35473^6
Calls forth a future wave of healing.
ID: 35474^6
Calls forth a future wave of healing.
ID: 35475^6
Heals you and calls forth a future wave of healing.
ID: 35476^6
Heals you and calls forth a future wave of healing.
ID: 35477^6
Heals you and calls forth a future wave of healing.
ID: 35478^6
Heals you and calls forth a future wave of healing.
ID: 35479^6
Heals you and calls forth a future wave of healing.
ID: 35480^6
Heals you and calls forth a future wave of healing.
ID: 35481^6
Heals you for #1 points of damage.
ID: 35482^6
Heals you for #1 points of damage.
ID: 35483^6
Heals you for #1 points of damage.
ID: 35484^6
Slows the target and places a heal-over-time on the target's target.
ID: 35485^6
Slows the target and places a heal-over-time on the target's target.
ID: 35486^6
Slows the target and places a heal-over-time on the target's target.
ID: 35487^6
Slows your target.
ID: 35488^6
Slows your target.
ID: 35489^6
Slows your target.
ID: 35490^6
Heals your target's target for #2 hit points every six seconds for %z.
ID: 35491^6
Heals your target's target for #2 hit points every six seconds for %z.
ID: 35492^6
Heals your target's target for #2 hit points every six seconds for %z.
ID: 35493^6
This spell will trigger both Falhotep's Affliction and Malosenia on your target at a slightly increased cost in mana.
ID: 35494^6
This spell will trigger both Falhotep's Affliction and Malosenia on your target at a slightly increased cost in mana.
ID: 35495^6
This spell will trigger both Falhotep's Affliction and Malosenia on your target at a slightly increased cost in mana.
ID: 35496^6
Curses your target, dealing up to @2 points of damage every six seconds for %z.
ID: 35497^6
Curses your target, dealing up to @2 points of damage every six seconds for %z.
ID: 35498^6
Curses your target, dealing up to @2 points of damage every six seconds for %z.
ID: 35508^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 35509^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 35510^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 35511^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 35512^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 35513^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 35514^6
Drains your target of life energy, siphoning up to @1 hit points.
ID: 35515^6
Drains your target of life energy, siphoning up to @1 hit points.
ID: 35516^6
Drains your target of life energy, siphoning up to @1 hit points.
ID: 35517^6
Consumes the life energy of your target, inflicting #1 damage and creating a physical orb. The energy stored in the orb can be used to heal your companions.
ID: 35518^6
Consumes the life energy of your target, inflicting #1 damage and creating a physical orb. The energy stored in the orb can be used to heal your companions.
ID: 35519^6
Consumes the life energy of your target, inflicting #1 damage and creating a physical orb. The energy stored in the orb can be used to heal your companions.
ID: 35520^6
Instant Duration.
ID: 35521^6
Heals your target with shadow energy for up to #1 hit points.
ID: 35522^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 35523^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 35524^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 35525^6
Causes your target's heartbeat to become irregular, lowering their strength and armor class, and doing between #4 and @4 damage every 6 seconds for %z.
ID: 35526^6
Causes your target's heartbeat to become irregular, lowering their strength and armor class, and doing between #4 and @4 damage every 6 seconds for %z.
ID: 35527^6
Causes your target's heartbeat to become irregular, lowering their strength and armor class, and doing between #4 and @4 damage every 6 seconds for %z.
ID: 35528^6
Fills your target's blood with a fast-acting poison, causing #1 damage every six seconds for %z. This poison will be less effective against particularly strong targets.
ID: 35529^6
Fills your target's blood with a fast-acting poison, causing #1 damage every six seconds for %z. This poison will be less effective against particularly strong targets.
ID: 35530^6
Fills your target's blood with a fast-acting poison, causing #1 damage every six seconds for %z. This poison will be less effective against particularly strong targets.
ID: 35531^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 35532^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 35533^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 35534^6
Heals #6 hit points every six seconds.
ID: 35535^6
Heals #6 hit points every six seconds.
ID: 35536^6
Heals #6 hit points every six seconds.
ID: 35537^6
Infuses a corpse with a spirit of torment that will do your bidding. Consumes bone chips when cast.
ID: 35538^6
Places a frightening bonefuse fetish at your location. The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 35539^6
Places a frightening bonefuse fetish at your location. The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 35540^6
Places a frightening bonefuse fetish at your location. The fetish will frighten any creature that ventures near it, causing them to flee in terror while simultaneously reducing their movement rate.
ID: 35541^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 35542^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 35543^6
A booming voice fills your target's ears, causing them to flee in terror.
ID: 35544^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 35545^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 35546^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 35547^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 35548^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 35549^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 35550^6
Inflicts a swift curse upon your target, causing #1 damage every six seconds for %z. This curse will be less effective against particularly strong targets.
ID: 35551^6
Inflicts a swift curse upon your target, causing #1 damage every six seconds for %z. This curse will be less effective against particularly strong targets.
ID: 35552^6
Inflicts a swift curse upon your target, causing #1 damage every six seconds for %z. This curse will be less effective against particularly strong targets.
ID: 35553^6
Sickens your target, lowering their resistance to poison and disease, while also increasing the damage they will take from disease-based spells for %z.
ID: 35554^6
Sickens your target, lowering their resistance to poison and disease, while also increasing the damage they will take from disease-based spells for %z.
ID: 35555^6
Sickens your target, lowering their resistance to poison and disease, while also increasing the damage they will take from disease-based spells for %z.
ID: 35556^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 35557^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 35558^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 35559^6
Changes the caster into an undead being for a short time, granting them the chance to drain life from their target when casting damaging spells.
ID: 35560^6
Changes the caster into an undead being for a short time, granting them the chance to drain life from their target when casting damaging spells.
ID: 35561^6
Changes the caster into an undead being for a short time, granting them the chance to drain life from their target when casting damaging spells.
ID: 35562^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 35563^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 35564^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 35565^6
Inflicts your target with chaotic corruption, applying Scent of Nightfall and either Dissolution or Pyre of the Forsaken. There is a small chance that both effects will be triggered.
ID: 35566^6
Inflicts your target with chaotic corruption, applying Scent of Nightfall Rk. II and either Dissolution Rk. II or Pyre of the Forsaken Rk. II. There is a small chance that both effects will be triggered.
ID: 35567^6
Inflicts your target with chaotic corruption, applying Scent of Nightfall Rk. III and either Dissolution Rk. III or Pyre of the Forsaken Rk. III. There is a small chance that both effects will be triggered.
ID: 35568^6
Has a #1 percent chance to inflict Dissolution and a #2 percent chance to inflict Pyre of the Forsaken on your target. There is a #3 percent chance that both effect will be applied.
ID: 35569^6
Has a #1 percent chance to inflict Dissolution Rk. II and a #2 percent chance to inflict Pyre of the Forsaken Rk. II on your target. There is a #3 percent chance that both effect will be applied.
ID: 35570^6
Has a #1 percent chance to inflict Dissolution Rk. III and a #2 percent chance to inflict Pyre of the Forsaken Rk. III on your target. There is a #3 percent chance that both effect will be applied.
ID: 35571^6
Inflicts both Dissolution and Pyre of the Forsaken on your target.
ID: 35572^6
Inflicts both Dissolution Rk. II and Pyre of the Forsaken Rk. II on your target.
ID: 35573^6
Inflicts both Dissolution Rk. III and Pyre of the Forsaken Rk. III on your target.
ID: 35574^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1.
ID: 35575^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1.
ID: 35576^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1.
ID: 35577^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 35578^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 35579^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 35580^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 35581^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 35582^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 35583^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to level @1.
ID: 35584^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to level @1.
ID: 35585^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to level @1.
ID: 35586^6
Ignites your target in a flashblaze, dealing @1 damage every six seconds for %z. The fires will be less effective on particularly strong targets.
ID: 35587^6
Ignites your target in a flashblaze, dealing @1 damage every six seconds for %z. The fires will be less effective on particularly strong targets.
ID: 35588^6
Ignites your target in a flashblaze, dealing @1 damage every six seconds for %z. The fires will be less effective on particularly strong targets.
ID: 35589^6
Immolates your target in a blazing pyre causing #1 damage every six seconds for %z.
ID: 35590^6
Immolates your target in a blazing pyre causing #1 damage every six seconds for %z.
ID: 35591^6
Immolates your target in a blazing pyre causing #1 damage every six seconds for %z.
ID: 35592^6
Inflicts damage on any enemies within the area of the aura.
ID: 35593^6
Inflicts damage on any enemies within the area of the aura.
ID: 35594^6
Inflicts damage on any enemies within the area of the aura.
ID: 35595^6
Instant Duration.
ID: 35596^6
Instant Duration.
ID: 35597^6
Instant Duration.
ID: 35598^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 35599^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 35600^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 35601^6
You see the world from within shadow, slowly draining your hit points while regenerating your mana.
ID: 35602^6
You see the world from within shadow, slowly draining your hit points while regenerating your mana.
ID: 35603^6
You see the world from within shadow, slowly draining your hit points while regenerating your mana.
ID: 35604^6
Gives your target an infection of oozing boils, which can burst on an attacker.
ID: 35605^6
Gives your target an infection of oozing boils, which can burst on an attacker.
ID: 35606^6
Gives your target an infection of oozing boils, which can burst on an attacker.
ID: 35607^6
An oozing boil bursts, dealing #1 damage to an attacker.
ID: 35608^6
An oozing boil bursts, dealing #1 damage to an attacker.
ID: 35609^6
An oozing boil bursts, dealing #1 damage to an attacker.
ID: 35610^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 35611^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 35612^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 35613^6
Inflicts your target with a fast-acting disease, causing @2 damage every six seconds for %z. This disease will be less powerful against extremely strong opponents.
ID: 35614^6
Inflicts your target with a fast-acting disease, causing @2 damage every six seconds for %z. This disease will be less powerful against extremely strong opponents.
ID: 35615^6
Inflicts your target with a fast-acting disease, causing @2 damage every six seconds for %z. This disease will be less powerful against extremely strong opponents.
ID: 35616^6
You feign death, leaving a substitute in your place to continue attacking your target.
ID: 35617^6
You feign death, leaving a substitute in your place to continue attacking your target.
ID: 35618^6
You feign death, leaving a substitute in your place to continue attacking your target.
ID: 35619^6
Inflicts #1 points of poison damage on a target.
ID: 35620^6
Inflicts #1 points of poison damage on a target.
ID: 35621^6
Inflicts #1 points of poison damage on a target.
ID: 35622^6
Inflicts #1 points of fire damage on a target.
ID: 35623^6
Inflicts #1 points of fire damage on a target.
ID: 35624^6
Inflicts #1 points of fire damage on a target.
ID: 35625^6
Inflicts #1 points of disease damage on a target.
ID: 35626^6
Inflicts #1 points of disease damage on a target.
ID: 35627^6
Inflicts #1 points of disease damage on a target.
ID: 35628^6
Summons darkness to bind your target's feet, decreasing their movement rate and doing up to @1 damage every six seconds for %z.
ID: 35629^6
Summons darkness to bind your target's feet, decreasing their movement rate and doing up to @1 damage every six seconds for %z.
ID: 35630^6
Summons darkness to bind your target's feet, decreasing their movement rate and doing up to @1 damage every six seconds for %z.
ID: 35631^6
Inflicts #2 damage every six seconds. Drains up to #1 mana from your target every six seconds. For each point of mana drained, the target will take damage.
ID: 35632^6
Inflicts #2 damage every six seconds. Drains up to #1 mana from your target every six seconds. For each point of mana drained, the target will take damage.
ID: 35633^6
Inflicts #2 damage every six seconds. Drains up to #1 mana from your target every six seconds. For each point of mana drained, the target will take damage.
ID: 35634^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 35635^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 35636^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 35637^6
Increases mana by #7 every six seconds.
ID: 35638^6
Increases mana by #7 every six seconds.
ID: 35639^6
Increases mana by #7 every six seconds.
ID: 35640^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 35641^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 35642^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 35643^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 35644^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 35645^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 35646^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 35647^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 35648^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 35649^6
Calls a short-lived group of skeleton minions to fight for the caster.
ID: 35650^6
Calls a short-lived group of skeleton minions to fight for the caster.
ID: 35651^6
Calls a short-lived group of skeleton minions to fight for the caster.
ID: 35652^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 35653^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 35654^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 35655^6
Instant Duration.
ID: 35656^6
Increases the damage of duration damage spells by between #1 and $1 percent. This bonus will decay on spells over level #2.
ID: 35657^6
Decreases the damage of duration damage spells by up to #1 percent.
ID: 35658^6
Gives your minion the ability to drain life via its melee attacks for a short period of time. When the effect fades your minion will damage all creatures around it.
ID: 35659^6
Gives your minion the ability to drain life via its melee attacks for a short period of time. When the effect fades your minion will damage all creatures around it.
ID: 35660^6
Gives your minion the ability to drain life via its melee attacks for a short period of time. When the effect fades your minion will damage all creatures around it.
ID: 35661^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 35662^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 35663^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 35664^6
Corrupts your target, draining #3 hit points every six seconds for %z and healing yourself. This drain will be less powerful against extremely strong opponents.
ID: 35665^6
Corrupts your target, draining #3 hit points every six seconds for %z and healing yourself. This drain will be less powerful against extremely strong opponents.
ID: 35666^6
Corrupts your target, draining #3 hit points every six seconds for %z and healing yourself. This drain will be less powerful against extremely strong opponents.
ID: 35667^6
Heals you for #5 hit points every six seconds for %z.
ID: 35668^6
Heals you for #5 hit points every six seconds for %z.
ID: 35669^6
Heals you for #5 hit points every six seconds for %z.
ID: 35670^6
Raises an assassin from the grave to do your bidding. Consumes bone chips when cast.
ID: 35671^6
Burns the flesh from your target's bones, causing up to @1 damage, stunning them, and causing them to become undead for a brief period of time. This spell will stun creatures of up to level @3.
ID: 35672^6
Burns the flesh from your target's bones, causing up to @1 damage, stunning them, and causing them to become undead for a brief period of time. This spell will stun creatures of up to level @3.
ID: 35673^6
Burns the flesh from your target's bones, causing up to @1 damage, stunning them, and causing them to become undead for a brief period of time. This spell will stun creatures of up to level @3.
ID: 35674^6
Inflicts necrotizing wounds on your target, causing up to @1 damage every six seconds for %z. If the wounds are not cured, they will multiply and deal more damage.
ID: 35675^6
Inflicts necrotizing wounds on your target, causing up to @1 damage every six seconds for %z. If the wounds are not cured, they will multiply and deal more damage.
ID: 35676^6
Inflicts necrotizing wounds on your target, causing up to @1 damage every six seconds for %z. If the wounds are not cured, they will multiply and deal more damage.
ID: 35677^6
Inflicts violent necrosis on your target, causing up to @1 damage every six seconds for %z.
ID: 35678^6
Inflicts violent necrosis on your target, causing up to @1 damage every six seconds for %z.
ID: 35679^6
Inflicts violent necrosis on your target, causing up to @1 damage every six seconds for %z.
ID: 35680^6
Steals the attack strength of your opponent and transfers a portion of it to your group for %z.
ID: 35681^6
Steals the attack strength of your opponent and transfers a portion of it to your group for %z.
ID: 35682^6
Steals the attack strength of your opponent and transfers a portion of it to your group for %z.
ID: 35683^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 35684^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 35685^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 35686^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 35687^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 35688^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 35689^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 35690^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 35691^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 35692^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed.
ID: 35693^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed.
ID: 35694^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed.
ID: 35695^6
Heals up to @1 points of damage.
ID: 35696^6
Heals up to @1 points of damage.
ID: 35697^6
Heals up to @1 points of damage.
ID: 35698^6
Protects your minion within a shimmering ghostly shell, which helps it to avoid melee attacks. After 65 attacks are made against your minion, the spectral guard will fade.
ID: 35699^6
Protects your minion within a shimmering ghostly shell, which helps it to avoid melee attacks. After 70 attacks are made against your minion, the spectral guard will fade.
ID: 35700^6
Protects your minion within a shimmering ghostly shell, which helps it to avoid melee attacks. After 75 attacks are made against your minion, the spectral guard will fade.
ID: 35701^6
Protects your pet with a shield that absorbs up to @1 damage from the next #1 melee strikes or direct damage spells before dissipating.
ID: 35702^6
Protects your pet with a shield that absorbs up to @1 damage from the next #1 melee strikes or direct damage spells before dissipating.
ID: 35703^6
Protects your pet with a shield that absorbs up to @1 damage from the next #1 melee strikes or direct damage spells before dissipating.
ID: 35704^6
Binds the limbs of an undead target, reducing their attack speed for %z.
ID: 35705^6
Binds the limbs of an undead target, reducing their attack speed for %z.
ID: 35706^6
Binds the limbs of an undead target, reducing their attack speed for %z.
ID: 35707^6
Increases your attack power for %z.
ID: 35708^6
Increases your attack power for %z.
ID: 35709^6
Increases your attack power for %z.
ID: 35713^6
Opens a gate that transports you to Shard's Landing.
ID: 35714^6
Opens a portal that transports your group to Shard's Landing.
ID: 35715^6
Translocates your target to Shard's Landing.
ID: 35716^6
Surrounds your target in the aegis of Velishan, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 35717^6
Surrounds your target in the aegis of Velishan, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 35718^6
Surrounds your target in the aegis of Velishan, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 35719^6
Claws your target with magic, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 35720^6
Claws your target with magic, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 35721^6
Claws your target with magic, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 35722^6
Randomly reflects spell effects back to the caster.
ID: 35723^6
Randomly reflects spell effects back to the caster.
ID: 35724^6
Randomly reflects spell effects back to the caster.
ID: 35725^6
Increases the damage done by the next fire spell you cast.
ID: 35726^6
Increases the damage done by the next fire spell you cast.
ID: 35727^6
Increases the damage done by the next fire spell you cast.
ID: 35728^6
Increases the damage done by the next cold spell you cast.
ID: 35729^6
Increases the damage done by the next cold spell you cast.
ID: 35730^6
Increases the damage done by the next cold spell you cast.
ID: 35731^6
Increases the damage done by the next magic spell you cast.
ID: 35732^6
Increases the damage done by the next magic spell you cast.
ID: 35733^6
Increases the damage done by the next magic spell you cast.
ID: 35734^6
Increases the damage done by the next spell you cast.
ID: 35735^6
Increases the damage done by the next spell you cast.
ID: 35736^6
Increases the damage done by the next spell you cast.
ID: 35737^6
Refreshes the caster's spells, except for Twincast.
ID: 35738^6
Shocks the mind of your target, causing them to forget some of their anger for you. This spell has a high chance to greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 35739^6
Shocks the mind of your target, causing them to forget some of their anger for you. This spell has a high chance to greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 35740^6
Shocks the mind of your target, causing them to forget some of their anger for you. This spell has a high chance to greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 35741^6
Has a #1 percent chance to cast Concussive Flame, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 35742^6
Has a #1 percent chance to cast Concussive Flame, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 35743^6
Has a #1 percent chance to cast Concussive Flame, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 35744^6
Reduces the hate generated by your next three fire-based spells.
ID: 35745^6
Reduces the hate generated by your next three ice-based spells.
ID: 35746^6
Reduces the hate generated by your next three magic-based spells.
ID: 35747^6
Calls forth a beam of solar energy that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 35748^6
Calls forth a beam of solar energy that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 35749^6
Calls forth a beam of solar energy that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 35750^6
Instant Duration.
ID: 35751^6
Inflicts #1 damage and blinds you.
ID: 35752^6
Covers your target in ice, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 35753^6
Covers your target in ice, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 35754^6
Covers your target in ice, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 35755^6
Huge drops of burning flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 35756^6
Huge drops of burning flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 35757^6
Huge drops of burning flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 35758^6
Stuns creatures around you up to level @2, and teleports you a short distance away.
ID: 35759^6
Stuns creatures around you up to level @2, and teleports you a short distance away.
ID: 35760^6
Stuns creatures around you up to level @2, and teleports you a short distance away.
ID: 35761^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic incandescence or a cascade of hoarfrost, but can also manifest as pure wildether. Pure wildether is especially damaging and difficult to resist.
ID: 35762^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic incandescence or a cascade of hoarfrost, but can also manifest as pure wildether. Pure wildether is especially damaging and difficult to resist.
ID: 35763^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic incandescence or a cascade of hoarfrost, but can also manifest as pure wildether. Pure wildether is especially damaging and difficult to resist.
ID: 35764^6
Shatters a ball of ice upon your target, inflicting #1 damage initially and decreasing hate every six seconds.
ID: 35765^6
Shatters a ball of ice upon your target, inflicting #1 damage initially and decreasing hate every six seconds.
ID: 35766^6
Shatters a ball of ice upon your target, inflicting #1 damage initially and decreasing hate every six seconds.
ID: 35767^6
Decreases #3 hate every six seconds.
ID: 35768^6
Evokes a potent magical barrage to strike your target, inflicting up to @1 damage and stunning creatures up to level @2.
ID: 35769^6
Evokes a potent magical barrage to strike your target, inflicting up to @1 damage and stunning creatures up to level @2.
ID: 35770^6
Evokes a potent magical barrage to strike your target, inflicting up to @1 damage and stunning creatures up to level @2.
ID: 35771^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 35772^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 35773^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 35774^6
Consumes your target in a cascade of lightning, causing up to @1 damage.
ID: 35775^6
Consumes your target in a cascade of lightning, causing up to @1 damage.
ID: 35776^6
Consumes your target in a cascade of lightning, causing up to @1 damage.
ID: 35777^6
Surrounds you in flames, causing up to @1 damage to all nearby creatures.
ID: 35778^6
Surrounds you in flames, causing up to @1 damage to all nearby creatures.
ID: 35779^6
Surrounds you in flames, causing up to @1 damage to all nearby creatures.
ID: 35780^6
Absorbs up to #1 mana from your surroundings.
ID: 35781^6
Absorbs up to #1 mana from your surroundings.
ID: 35782^6
Absorbs up to #1 mana from your surroundings.
ID: 35783^6
Gives you a crystal skin that will absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 35784^6
Gives you a crystal skin that will absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 35785^6
Gives you a crystal skin that will absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 35786^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 35787^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 35788^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 35789^6
Instant Duration.
ID: 35790^6
Inflicts #1 damage and stuns you.
ID: 35791^6
Blistering flame consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 35792^6
Blistering flame consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 35793^6
Blistering flame consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 35794^6
Claws your target with fire, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 35795^6
Claws your target with fire, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 35796^6
Claws your target with fire, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 35797^6
Your target is frozen solid instantly, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 35798^6
Your target is frozen solid instantly, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 35799^6
Your target is frozen solid instantly, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 35800^6
Instant Duration.
ID: 35801^6
Instant Duration.
ID: 35802^6
Instant Duration.
ID: 35803^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 35804^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 35805^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 35806^6
Engulfs your target's body in an arcing helix of lightning, causing #1 damage.
ID: 35807^6
Engulfs your target's body in an arcing helix of lightning, causing #1 damage.
ID: 35808^6
Engulfs your target's body in an arcing helix of lightning, causing #1 damage.
ID: 35809^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 35810^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 35811^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 35812^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 35813^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 35814^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 35815^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 35816^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 35817^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 35818^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 35819^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 35820^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 35821^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 35822^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 35823^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 35824^6
Your target is consumed by a flashflare, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 35825^6
Your target is consumed by a flashflare, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 35826^6
Your target is consumed by a flashflare, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 35827^6
Instant Duration.
ID: 35828^6
Instant Duration.
ID: 35829^6
Instant Duration.
ID: 35830^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 35831^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 35832^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 35833^6
Summons a cascade of icy crystals, causing #1 damage to your target.
ID: 35834^6
Summons a cascade of icy crystals, causing #1 damage to your target.
ID: 35835^6
Summons a cascade of icy crystals, causing #1 damage to your target.
ID: 35836^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 35837^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 35838^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 35839^6
An eruption of magma rains around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 35840^6
An eruption of magma rains around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 35841^6
An eruption of magma rains around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 35842^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 35843^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 35844^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 35845^6
Claws your target with cold, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 35846^6
Claws your target with cold, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 35847^6
Claws your target with cold, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 35848^6
Ice rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 35849^6
Ice rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 35850^6
Ice rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 35851^6
Engulfs your target in Gosik's fire, causing #1 damage.
ID: 35852^6
Engulfs your target in Gosik's fire, causing #1 damage.
ID: 35853^6
Engulfs your target in Gosik's fire, causing #1 damage.
ID: 35854^6
Blasts a target with pure wildether, dealing #1 damage.
ID: 35855^6
Blasts a target with pure wildether, dealing #1 damage.
ID: 35856^6
Blasts a target with pure wildether, dealing #1 damage.
ID: 35857^6
An area-effect spell which causes up to #2 damage to enemies around you but adds the risk of scorching your own body in return.
ID: 35858^6
An area-effect spell which causes up to #2 damage to enemies around you but adds the risk of scorching your own body in return.
ID: 35859^6
An area-effect spell which causes up to #2 damage to enemies around you but adds the risk of scorching your own body in return.
ID: 35860^6
Burns your body for #1 damage every six seconds for %z.
ID: 35861^6
Burns your body for #1 damage every six seconds for %z.
ID: 35862^6
Burns your body for #1 damage every six seconds for %z.
ID: 35863^6
Smashes your target with forceful energy, stunning them briefly and causing #1 damage.
ID: 35864^6
Smashes your target with forceful energy, stunning them briefly and causing #1 damage.
ID: 35865^6
Smashes your target with forceful energy, stunning them briefly and causing #1 damage.
ID: 35866^6
Weaves mana into a bolt of crackling energy, inflicting @1 damage. This weave has a chance to increase the effect of your next direct damage spell, but a smaller chance that the pattern will become unstable and weaken your spells for a brief period.
ID: 35867^6
Weaves mana into a bolt of crackling energy, inflicting @1 damage. This weave has a chance to increase the effect of your next direct damage spell, but a smaller chance that the pattern will become unstable and weaken your spells for a brief period.
ID: 35868^6
Weaves mana into a bolt of crackling energy, inflicting @1 damage. This weave has a chance to increase the effect of your next direct damage spell, but a smaller chance that the pattern will become unstable and weaken your spells for a brief period.
ID: 35869^6
Instant Duration.
ID: 35870^6
Increases the damage of spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 35871^6
Decreases the damage of direct damage spells by up to #1 percent.
ID: 35872^6
Surrounds your target in a firey vortex, which deals #1 damage and makes them weaker to magical spells for a brief time.
ID: 35873^6
Surrounds your target in a firey vortex, which deals #1 damage and makes them weaker to magical spells for a brief time.
ID: 35874^6
Surrounds your target in a firey vortex, which deals #1 damage and makes them weaker to magical spells for a brief time.
ID: 35875^6
Causes magic-based spells to do more damage to this target.
ID: 35876^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 35877^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 35878^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 35879^6
Instant Duration.
ID: 35880^6
Inflicts #1 damage every six seconds. Roots in place.
ID: 35881^6
Surrounds your target in a magical vortex, which deals #1 damage and makes them weaker to cold spells for a brief time.
ID: 35882^6
Surrounds your target in a magical vortex, which deals #1 damage and makes them weaker to cold spells for a brief time.
ID: 35883^6
Surrounds your target in a magical vortex, which deals #1 damage and makes them weaker to cold spells for a brief time.
ID: 35884^6
Causes cold-based spells to do more damage to this target.
ID: 35885^6
Calls forth dark tendrils that protect you from harm and have a chance to ensnare those that strike you. The tendrils can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 35886^6
Calls forth dark tendrils that protect you from harm and have a chance to ensnare those that strike you. The tendrils can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 35887^6
Calls forth dark tendrils that protect you from harm and have a chance to ensnare those that strike you. The tendrils can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 35888^6
Reduces movement rate.
ID: 35889^6
Encases your target's feet in solid ice, preventing them from moving for a short time.
ID: 35890^6
Encases your target's feet in solid ice, preventing them from moving for a short time.
ID: 35891^6
Encases your target's feet in solid ice, preventing them from moving for a short time.
ID: 35892^6
Surrounds your target in an icy vortex, which deals #1 damage and makes them weaker to fire spells for a brief time.
ID: 35893^6
Surrounds your target in an icy vortex, which deals #1 damage and makes them weaker to fire spells for a brief time.
ID: 35894^6
Surrounds your target in an icy vortex, which deals #1 damage and makes them weaker to fire spells for a brief time.
ID: 35895^6
Causes fire-based spells to do more damage to this target.
ID: 35896^6
Casts Ethereal Incandescence on your target at a faster speed but with an increased mana cost. It adds an additional #2 percent chance to cast another random ethereal damage spell at the same increased cost, with a very small risk that this cost will be
ID: 35897^6
Casts Ethereal Incandescence on your target at a faster speed but with an increased mana cost. It adds an additional #2 percent chance to cast another random ethereal damage spell at the same increased cost, with a very small risk that this cost will be
ID: 35898^6
Casts Ethereal Incandescence on your target at a faster speed but with an increased mana cost. It adds an additional #2 percent chance to cast another random ethereal damage spell at the same increased cost, with a very small risk that this cost will be
ID: 35899^6
Has a #1 percent chance to cast either Ethereal Salvo, Ethereal Hoarfrost, or Ethereal Incandescence. Always reflects Ethereal Weave Acquittal on the caster.
ID: 35900^6
Has a #1 percent chance to cast either Ethereal Salvo, Ethereal Hoarfrost, or Ethereal Incandescence. Always reflects Ethereal Weave Acquittal on the caster.
ID: 35901^6
Has a #1 percent chance to cast either Ethereal Salvo, Ethereal Hoarfrost, or Ethereal Incandescence. Always reflects Ethereal Weave Acquittal on the caster.
ID: 35902^6
Causes you to enjoy a delicious waffle.
ID: 35903^6
Causes you to enjoy a delicious waffle.
ID: 35904^6
Causes you to enjoy a delicious waffle.
ID: 35911^6
Imbues your pet with the promise of a great heal in %z.
ID: 35912^6
Imbues your pet with the promise of a great heal in %z.
ID: 35913^6
Imbues your pet with the promise of a great heal in %z.
ID: 35914^6
Heals you for #1 hit points.
ID: 35915^6
Heals you for #1 hit points.
ID: 35916^6
Heals you for #1 hit points.
ID: 35917^6
Burns your target with a bolt of molten magma, causing up to @1 damage.
ID: 35918^6
Burns your target with a bolt of molten magma, causing up to @1 damage.
ID: 35919^6
Burns your target with a bolt of molten magma, causing up to @1 damage.
ID: 35920^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 35921^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 35922^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 35923^6
Constructs the very essence of air into a living form to aid you in battle.
ID: 35924^6
Covers your target in a thin layer of flame, damaging any creatures that strike them.
ID: 35925^6
Covers your target in a thin layer of flame, damaging any creatures that strike them.
ID: 35926^6
Covers your target in a thin layer of flame, damaging any creatures that strike them.
ID: 35927^6
Grants your target a pack filled with armor for summoned companions.
ID: 35928^6
Opens a pack of armor for a summoned companion.
ID: 35929^6
Grants your target a full set of focus jewelry in a satchel.
ID: 35930^6
Opens a pack of summoned focus jewelry.
ID: 35931^6
Calls forth a beam of brimstone that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 35932^6
Calls forth a beam of brimstone that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 35933^6
Calls forth a beam of brimstone that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 35934^6
Grants your target the Visor of Gobeker, an item that increases a pet's attack speed and offensive abilities.
ID: 35935^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 35936^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 35937^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 35938^6
Covers you in a cognitive shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 35939^6
Covers you in a cognitive shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 35940^6
Covers you in a cognitive shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 35941^6
Constructs the very essence of water into a living form to aid you in battle.
ID: 35942^6
Conjures a shock of burning steel that assaults your target, causing up to @1 damage.
ID: 35943^6
Conjures a shock of burning steel that assaults your target, causing up to @1 damage.
ID: 35944^6
Conjures a shock of burning steel that assaults your target, causing up to @1 damage.
ID: 35945^6
Summons a Wand of Phantasmal Modulation, an item that has the power to turn life energy into mana.
ID: 35946^6
Summons a Wand of Phantasmal Modulation, an item that has the power to turn life energy into mana.
ID: 35947^6
Summons a Wand of Phantasmal Modulation, an item that has the power to turn life energy into mana.
ID: 35948^6
Triggers a painful modulation effect in you, converting #1 health into #2 mana.
ID: 35949^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 35950^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 35951^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 35952^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 35953^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 35954^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 35955^6
Constructs the very essence of fire into a living form to aid you in battle.
ID: 35956^6
Grants your target a pack filled with weapons for summoned creatures.
ID: 35957^6
Opens your pack of weapons.
ID: 35958^6
Wind engulfs your target, decreasing hit points by #1.
ID: 35959^6
Fire engulfs your target, decreasing hit points by #1.
ID: 35960^6
Ice engulfs your target, decreasing hit points by #1.
ID: 35961^6
Increases your target's hatred toward you by #1 percent.
ID: 35962^6
Decreases your target's hatred of you by #1 percent.
ID: 35963^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 35964^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 35965^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 35966^6
Creates an artifact which will summon an imperious servant.
ID: 35967^6
Creates an artifact which will summon an imperious servant.
ID: 35968^6
Creates an artifact which will summon an imperious servant.
ID: 35969^6
Unleashes an imperious servant who will attack your target for up to @1 seconds.
ID: 35970^6
Unleashes an imperious servant who will attack your target for up to @1 seconds.
ID: 35971^6
Unleashes an imperious servant who will attack your target for up to @1 seconds.
ID: 35972^6
Strikes a target with earthen blades, dealing #1 damage to them.
ID: 35973^6
Strikes a target with earthen blades, dealing #1 damage to them.
ID: 35974^6
Strikes a target with earthen blades, dealing #1 damage to them.
ID: 35975^6
Strikes a target with earthen blades, dealing #1 damage to them.
ID: 35976^6
Strikes a target with earthen blades, dealing #1 damage to them.
ID: 35977^6
Strikes a target with earthen blades, dealing #1 damage to them.
ID: 35978^6
Allows your pet to adopt a grounded stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 35979^6
Allows your pet to adopt a grounded stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 35980^6
Allows your pet to adopt a grounded stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 35981^6
Constructs the very essence of earth into a living form to aid you in battle.
ID: 35982^6
Cloaks your target in a molten veil. Flames will frequently lash out at attacking creatures, causing moderate damage.
ID: 35983^6
Cloaks your target in a molten veil. Flames will frequently lash out at attacking creatures, causing moderate damage.
ID: 35984^6
Cloaks your target in a molten veil. Flames will frequently lash out at attacking creatures, causing moderate damage.
ID: 35985^6
Burns your attacker for #1 damage.
ID: 35986^6
Burns your attacker for #1 damage.
ID: 35987^6
Burns your attacker for #1 damage.
ID: 35988^6
Covers your nearby group members in flames, damaging any creatures that strike them.
ID: 35989^6
Covers your nearby group members in flames, damaging any creatures that strike them.
ID: 35990^6
Covers your nearby group members in flames, damaging any creatures that strike them.
ID: 35991^6
Cloaks your pet in an iceflame ward, which will damage any creature that strikes your pet and grant it a chance to damage enemies in melee with an iceflame attack. This attack will reflect a prismatic ward, protecting your pet from up to two strikes.
ID: 35992^6
Cloaks your pet in an iceflame ward, which will damage any creature that strikes your pet and grant it a chance to damage enemies in melee with an iceflame attack. This attack will reflect a prismatic ward, protecting your pet from up to two strikes.
ID: 35993^6
Cloaks your pet in an iceflame ward, which will damage any creature that strikes your pet and grant it a chance to damage enemies in melee with an iceflame attack. This attack will reflect a prismatic ward, protecting your pet from up to two strikes.
ID: 35994^6
Deals #1 damage to its target and reflects a prismatic ward on the caster.
ID: 35995^6
Deals #1 damage to its target and reflects a prismatic ward on the caster.
ID: 35996^6
Deals #1 damage to its target and reflects a prismatic ward on the caster.
ID: 35997^6
Summons a sliver of glacial ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 35998^6
Summons a sliver of glacial ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 35999^6
Summons a sliver of glacial ice that can be harnessed to call down a frozen comet upon your enemies.
ID: 36000^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 36001^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 36002^6
Defies the laws of elemental magic by calling down a frozen comet upon your target for #1 damage.
ID: 36003^6
Creates a rain of scythes that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 36004^6
Creates a rain of scythes that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 36005^6
Creates a rain of scythes that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 36006^6
Creates a circle of scalding winds around you, causing @1 damage to all nearby creatures.
ID: 36007^6
Creates a circle of scalding winds around you, causing @1 damage to all nearby creatures.
ID: 36008^6
Creates a circle of scalding winds around you, causing @1 damage to all nearby creatures.
ID: 36009^6
Strikes your target with focused elemental fire, causing @1 damage. This fire has the chance to greatly increase the damage of your next direct damage spell, or a lower chance to cause your direct damage spells to be weaker for a brief period.
ID: 36010^6
Strikes your target with focused elemental fire, causing @1 damage. This fire has the chance to greatly increase the damage of your next direct damage spell, or a lower chance to cause your direct damage spells to be weaker for a brief period.
ID: 36011^6
Strikes your target with focused elemental fire, causing @1 damage. This fire has the chance to greatly increase the damage of your next direct damage spell, or a lower chance to cause your direct damage spells to be weaker for a brief period.
ID: 36012^6
Conjures energy from the planar connections surrounding you, converting it into mental energy.
ID: 36013^6
Conjures energy from the planar connections surrounding you, converting it into mental energy.
ID: 36014^6
Conjures energy from the planar connections surrounding you, converting it into mental energy.
ID: 36015^6
Places a rod of arcane transvergence in the hands of all nearby allies.
ID: 36016^6
Places a rod of arcane transvergence in the hands of all nearby allies.
ID: 36017^6
Places a rod of arcane transvergence in the hands of all nearby allies.
ID: 36018^6
Causes you to experience a phantasmal transvergence, turning #1 health into #2 mana.
ID: 36019^6
Summons a relentless elemental servant that will relentlessly attack your target for @1 seconds.
ID: 36020^6
Summons a relentless elemental servant that will relentlessly attack your target for @1 seconds.
ID: 36021^6
Summons a relentless elemental servant that will relentlessly attack your target for @1 seconds.
ID: 36022^6
Strikes your target with a spear of blistersteel, dealing @1 points of damage.
ID: 36023^6
Strikes your target with a spear of blistersteel, dealing @1 points of damage.
ID: 36024^6
Strikes your target with a spear of blistersteel, dealing @1 points of damage.
ID: 36025^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 36026^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 36027^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 36028^6
Increases mana by #7 every six seconds.
ID: 36029^6
Increases mana by #7 every six seconds.
ID: 36030^6
Increases mana by #7 every six seconds.
ID: 36031^6
Creates an artifact which will summon an imperious minion.
ID: 36032^6
Creates an artifact which will summon an imperious minion.
ID: 36033^6
Creates an artifact which will summon an imperious minion.
ID: 36034^6
Unleashes an imperious minion who will attack your target for up to @1 seconds.
ID: 36035^6
Unleashes an imperious minion who will attack your target for up to @1 seconds.
ID: 36036^6
Unleashes an imperious minion who will attack your target for up to @1 seconds.
ID: 36037^6
Strikes a target with fiery blades, dealing #1 damage to them.
ID: 36038^6
Strikes a target with fiery blades, dealing #1 damage to them.
ID: 36039^6
Strikes a target with fiery blades, dealing #1 damage to them.
ID: 36040^6
Strikes a target with fiery blades, dealing #1 damage to them.
ID: 36041^6
Strikes a target with fiery blades, dealing #1 damage to them.
ID: 36042^6
Strikes a target with fiery blades, dealing #1 damage to them.
ID: 36043^6
Calls upon an earthen elemental bodyguard that will occasionally appear to protect you when you are struck in melee combat.
ID: 36044^6
Calls upon an earthen elemental bodyguard that will occasionally appear to protect you when you are struck in melee combat.
ID: 36045^6
Calls upon an earthen elemental bodyguard that will occasionally appear to protect you when you are struck in melee combat.
ID: 36046^6
Instant Duration.
ID: 36047^6
Instant Duration.
ID: 36048^6
Instant Duration.
ID: 36049^6
Strikes your target in the face with flying sand, dealing #1 damage.
ID: 36050^6
Strikes your target in the face with flying sand, dealing #1 damage.
ID: 36051^6
Strikes your target in the face with flying sand, dealing #1 damage.
ID: 36052^6
Places a protective auspice on your pet, absorbing up to @2 damage from the next #2 melee or spell strikes that hit it.
ID: 36053^6
Places a protective auspice on your pet, absorbing up to @2 damage from the next #2 melee or spell strikes that hit it.
ID: 36054^6
Places a protective auspice on your pet, absorbing up to @2 damage from the next #2 melee or spell strikes that hit it.
ID: 36055^6
Conjures molten metal to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 36056^6
Conjures molten metal to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 36057^6
Conjures molten metal to fall from the sky in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 36058^6
Summons a beam of blades that fly in front of the caster, inflicting #1 damage to up to 12 enemies within the area of effect.
ID: 36059^6
Summons a beam of blades that fly in front of the caster, inflicting #1 damage to up to 12 enemies within the area of effect.
ID: 36060^6
Summons a beam of blades that fly in front of the caster, inflicting #1 damage to up to 12 enemies within the area of effect.
ID: 36061^6
Allows the chance to heal all pets in your area when you cast direct damage spells up to level #6.
ID: 36062^6
Allows the chance to heal all pets in your area when you cast direct damage spells up to level #6.
ID: 36063^6
Allows the chance to heal all pets in your area when you cast direct damage spells up to level #6.
ID: 36064^6
Restores health to all pets in the area, healing between #1 and @1 damage.
ID: 36065^6
Restores health to all pets in the area, healing between #1 and @1 damage.
ID: 36066^6
Restores health to all pets in the area, healing between #1 and @1 damage.
ID: 36067^6
Triggers both Malosenia and Shock of Blistersteel on your target at a slightly increased cost in mana.
ID: 36068^6
Triggers both Malosenia and Shock of Blistersteel on your target at a slightly increased cost in mana.
ID: 36069^6
Triggers both Malosenia and Shock of Blistersteel on your target at a slightly increased cost in mana.
ID: 36070^6
A short-duration damage shield and spell feedback effect.
ID: 36071^6
A short-duration damage shield and spell feedback effect.
ID: 36072^6
A short-duration damage shield and spell feedback effect.
ID: 36080^6
Instant Duration.
ID: 36081^6
Increases the damage of spells by between #1 and $1 percent.
ID: 36082^6
Decreases the damage of direct damage spells by up to #1 percent.
ID: 36083^6
Causes your opponent to become misled for up to %z. This spell works on creatures up to level @1.
ID: 36084^6
Causes your opponent to become misled for up to %z. This spell works on creatures up to level @1.
ID: 36085^6
Causes your opponent to become misled for up to %z. This spell works on creatures up to level @1.
ID: 36086^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 36087^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 36088^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 36089^6
Covers your target in shimmering runes, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 36090^6
Covers your target in shimmering runes, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 36091^6
Covers your target in shimmering runes, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 36092^6
Covers you in runes that absorb damage.
ID: 36093^6
Covers you in runes that absorb damage.
ID: 36094^6
Covers you in runes that absorb damage.
ID: 36095^6
Fills your target with energy, increasing their attack speed, agility, dexterity, and attack rating.
ID: 36096^6
Fills your target with energy, increasing their attack speed, agility, dexterity, and attack rating.
ID: 36097^6
Fills your target with energy, increasing their attack speed, agility, dexterity, and attack rating.
ID: 36098^6
Shatters your target's consciousness, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 36099^6
Shatters your target's consciousness, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 36100^6
Shatters your target's consciousness, decreasing their agility, dexterity, strength, and armor class for %z.
ID: 36101^6
Distracts your opponent with a flash of light, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist, but can only be invoked after a rest interval.
ID: 36102^6
Distracts your opponent with a flash of light, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist, but can only be invoked after a rest interval.
ID: 36103^6
Distracts your opponent with a flash of light, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist, but can only be invoked after a rest interval.
ID: 36104^6
Increases your companions' mana and endurance regeneration as long as they stay inside the area of the aura.
ID: 36105^6
Increases your companions' mana and endurance regeneration as long as they stay inside the area of the aura.
ID: 36106^6
Increases your companions' mana and endurance regeneration as long as they stay inside the area of the aura.
ID: 36107^6
Adds #11 mana and #12 endurance every six seconds as long as you stay in the area of the aura.
ID: 36108^6
Adds #11 mana and #12 endurance every six seconds as long as you stay in the area of the aura.
ID: 36109^6
Adds #11 mana and #12 endurance every six seconds as long as you stay in the area of the aura.
ID: 36110^6
Increases your companions' mana and endurance regeneration as long as they stay within range of your echo.
ID: 36111^6
Increases your companions' mana and endurance regeneration as long as they stay within range of your echo.
ID: 36112^6
Increases your companions' mana and endurance regeneration as long as they stay within range of your echo.
ID: 36113^6
Adds #11 mana and #12 endurance every six seconds as long as you stay within range of the echo.
ID: 36114^6
Adds #11 mana and #12 endurance every six seconds as long as you stay within range of the echo.
ID: 36115^6
Adds #11 mana and #12 endurance every six seconds as long as you stay within range of the echo.
ID: 36116^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 36117^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 36118^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 36119^6
Causes colors in the area around the area you select to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 36120^6
Causes colors in the area around the area you select to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 36121^6
Causes colors in the area around the area you select to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 36122^6
Multicolored flames burst into your target's mind, dealing #1 damage.
ID: 36123^6
Multicolored flames burst into your target's mind, dealing #1 damage.
ID: 36124^6
Multicolored flames burst into your target's mind, dealing #1 damage.
ID: 36125^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance while also increasing the damage they will take from chromatic-based spells for %z.
ID: 36126^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 36127^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 36128^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1.
ID: 36129^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1.
ID: 36130^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1.
ID: 36131^6
Decreases the likelihood of charm breaking for any enemies within the area of the aura.
ID: 36132^6
Decreases the likelihood of charm breaking for any enemies within the area of the aura.
ID: 36133^6
Decreases the likelihood of charm breaking for any enemies within the area of the aura.
ID: 36134^6
Decreases the likelihood of charm breaking.
ID: 36135^6
Decreases the likelihood of charm breaking.
ID: 36136^6
Decreases the likelihood of charm breaking.
ID: 36137^6
Places the aegis of Xorbb on your target. The aegis absorbs up to @1 points of magical damage before dissipating. Consumes a peridot when cast.
ID: 36138^6
Places the aegis of Xorbb on your target. The aegis absorbs up to @1 points of magical damage before dissipating. Consumes a peridot when cast.
ID: 36139^6
Places the aegis of Xorbb on your target. The aegis absorbs up to @1 points of magical damage before dissipating. Consumes a peridot when cast.
ID: 36140^6
Places an aura at a location you choose. This aura decreases the awareness of enemies as long as they remain nearby.
ID: 36141^6
Places an aura at a location you choose. This aura decreases the awareness of enemies as long as they remain nearby.
ID: 36142^6
Places an aura at a location you choose. This aura decreases the awareness of enemies as long as they remain nearby.
ID: 36143^6
Reduces the awareness of enemies within range of the aura.
ID: 36144^6
Reduces the awareness of enemies within range of the aura.
ID: 36145^6
Reduces the awareness of enemies within range of the aura.
ID: 36146^6
A mind-weakening spell which leaves the subject confused, and gives the caster a twincast effect for direct damage spells.
ID: 36147^6
A mind-weakening spell which leaves the subject confused, and gives the caster a twincast effect for direct damage spells.
ID: 36148^6
A mind-weakening spell which leaves the subject confused, and gives the caster a twincast effect for direct damage spells.
ID: 36149^6
Gives the caster a twincast for destructive direct damage spells up to level #7.
ID: 36150^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 36151^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 36152^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 36153^6
Curtails your target's abilities, decreasing their agility, dexterity, strength, armor class, and ability to dual wield while slowing their attack speed for %z.
ID: 36154^6
Curtails your target's abilities, decreasing their agility, dexterity, strength, armor class, and ability to dual wield while slowing their attack speed for %z.
ID: 36155^6
Curtails your target's abilities, decreasing their agility, dexterity, strength, armor class, and ability to dual wield while slowing their attack speed for %z.
ID: 36156^6
Gives your target special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 36157^6
Gives your target special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 36158^6
Gives your target special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 36159^6
Changes your form to blend in with the Coldain.
ID: 36160^6
Places an aura of reverberating mana upon your target. The mana will enhance damaging spells, allowing your target to inflict additional damage via a mana repercussion strike. These strikes have a 10 percent chance to strike the target repeatedly.
ID: 36161^6
Places an aura of reverberating mana upon your target. The mana will enhance damaging spells, allowing your target to inflict additional damage via a mana repercussion strike. These strikes have a 10 percent chance to strike the target repeatedly.
ID: 36162^6
Places an aura of reverberating mana upon your target. The mana will enhance damaging spells, allowing your target to inflict additional damage via a mana repercussion strike. These strikes have a 10 percent chance to strike the target repeatedly.
ID: 36163^6
Strikes your target with reverberating mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 36164^6
Strikes your target with reverberating mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 36165^6
Strikes your target with reverberating mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 36166^6
Strikes your target with reverberating mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 36167^6
Strikes your target with reverberating mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 36168^6
Strikes your target with reverberating mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 36169^6
Strikes your target with reverberating mana, causing #1 damage.
ID: 36170^6
Strikes your target with reverberating mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 36171^6
Strikes your target with reverberating mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 36172^6
Strikes your target with reverberating mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 36173^6
Strikes your target with reverberating mana, causing #1 damage.
ID: 36174^6
Strikes your target with reverberating mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 36175^6
Strikes your target with reverberating mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 36176^6
Strikes your target with reverberating mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 36177^6
Strikes your target with reverberating mana, causing #1 damage.
ID: 36178^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a #2 percent chance that each creature will become drowsy and fight more slowly. Creatures that are affected have a #3 percent chance to forget their enemies. The spell works on creatures up to level @1.
ID: 36179^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a #2 percent chance that each creature will become drowsy and fight more slowly. Creatures that are affected have a #3 percent chance to forget their enemies. The spell works on creatures up to level @1.
ID: 36180^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a #2 percent chance that each creature will become drowsy and fight more slowly. Creatures that are affected have a #3 percent chance to forget their enemies. The spell works on creatures up to level @1.
ID: 36181^6
Reduces attack speed.
ID: 36182^6
Reduces attack speed.
ID: 36183^6
Reduces attack speed.
ID: 36184^6
Strikes your target with a chaotic burst of light and mental energy, causing up to @1 damage.
ID: 36185^6
Strikes your target with a chaotic burst of light and mental energy, causing up to @1 damage.
ID: 36186^6
Strikes your target with a chaotic burst of light and mental energy, causing up to @1 damage.
ID: 36187^6
Absorbs @2 incoming melee damage. A secondary effect will increase the hatred you generate.
ID: 36188^6
Absorbs @2 incoming melee damage. A secondary effect will increase the hatred you generate.
ID: 36189^6
Absorbs @2 incoming melee damage. A secondary effect will increase the hatred you generate.
ID: 36190^6
Increases the hatred your actions generate by #1 percent for %z.
ID: 36191^6
Chokes your target, dealing #1 damage initially and up to @5 damage every six seconds while reducing their magic resistance and accuracy for %z.
ID: 36192^6
Chokes your target, dealing #1 damage initially and up to @5 damage every six seconds while reducing their magic resistance and accuracy for %z.
ID: 36193^6
Chokes your target, dealing #1 damage initially and up to @5 damage every six seconds while reducing their magic resistance and accuracy for %z.
ID: 36194^6
Fills your body with warm power and turns your skin to stone. This skin absorbs up to @2 points of damage.
ID: 36195^6
Fills your body with warm power and turns your skin to stone. This skin absorbs up to @2 points of damage.
ID: 36196^6
Fills your body with warm power and turns your skin to stone. This skin absorbs up to @2 points of damage.
ID: 36197^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 36198^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 36199^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 36200^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 36201^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 36202^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 36203^6
Decreases the likelihood of charm breaking for any enemies within the area of the echo. This echo will not move with its owner.
ID: 36204^6
Decreases the likelihood of charm breaking for any enemies within the area of the echo. This echo will not move with its owner.
ID: 36205^6
Decreases the likelihood of charm breaking for any enemies within the area of the echo. This echo will not move with its owner.
ID: 36206^6
Decreases the likelihood of charm breaking.
ID: 36207^6
Decreases the likelihood of charm breaking.
ID: 36208^6
Decreases the likelihood of charm breaking.
ID: 36209^6
Places the will of Xolok on your group, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 36210^6
Places the will of Xolok on your group, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 36211^6
Places the will of Xolok on your group, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 36212^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 36213^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 36214^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 36215^6
Covers your group in protective runes that will absorb up to #1 incoming damage. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 36216^6
Covers your group in protective runes that will absorb up to #1 incoming damage. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 36217^6
Covers your group in protective runes that will absorb up to #1 incoming damage. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 36218^6
Any creature struck by this spell will lose hatred for their target.
ID: 36219^6
Any creature struck by this spell will lose hatred for their target.
ID: 36220^6
Any creature struck by this spell will lose hatred for their target.
ID: 36221^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 36222^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 36223^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 36224^6
Changes your form to that of one of King Xorbb's trusted lieutenants.
ID: 36225^6
Pulses a mana reverberation effect onto your companions, as long as they stay inside the area of the aura.
ID: 36226^6
Pulses a mana reverberation effect onto your companions, as long as they stay inside the area of the aura.
ID: 36227^6
Pulses a mana reverberation effect onto your companions, as long as they stay inside the area of the aura.
ID: 36228^6
Direct damage spells will inflict additional damage in the form of a mana reverberation strike. Mana reverberation strikes generate little to no anger.
ID: 36229^6
Direct damage spells will inflict additional damage in the form of a mana reverberation strike. Mana reverberation strikes generate little to no anger.
ID: 36230^6
Direct damage spells will inflict additional damage in the form of a mana reverberation strike. Mana reverberation strikes generate little to no anger.
ID: 36231^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The strangulation effect steals up to #2 mana from your target and uses it to restore your own.
ID: 36232^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The strangulation effect steals up to #2 mana from your target and uses it to restore your own.
ID: 36233^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The strangulation effect steals up to #2 mana from your target and uses it to restore your own.
ID: 36234^6
Increases mana by #7 every six seconds.
ID: 36235^6
Increases mana by #7 every six seconds.
ID: 36236^6
Increases mana by #7 every six seconds.
ID: 36237^6
Cleaves your target's mind with a blade of pure light, dealing up to @1 damage.
ID: 36238^6
Cleaves your target's mind with a blade of pure light, dealing up to @1 damage.
ID: 36239^6
Cleaves your target's mind with a blade of pure light, dealing up to @1 damage.
ID: 36240^6
Projects a hypnotic stare which mesmerizes enemies surrounding a location of your choosing. Each target has a #2 percent chance to forget its hatred of its enemies.
ID: 36241^6
Projects a hypnotic stare which mesmerizes enemies surrounding a location of your choosing. Each target has a #2 percent chance to forget its hatred of its enemies.
ID: 36242^6
Projects a hypnotic stare which mesmerizes enemies surrounding a location of your choosing. Each target has a #2 percent chance to forget its hatred of its enemies.
ID: 36243^6
Has a chance to cause its target to forget its enemies.
ID: 36244^6
Places a multi-colored, shifting pattern of runes around you that absorbs #1 points of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 36245^6
Places a multi-colored, shifting pattern of runes around you that absorbs #1 points of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 36246^6
Places a multi-colored, shifting pattern of runes around you that absorbs #1 points of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 36247^6
Stuns targets of up to level @1.
ID: 36248^6
Stuns targets of up to level @1.
ID: 36249^6
Stuns targets of up to level @1.
ID: 36250^6
Grants you the benefits of both a Polyiridescent and a Mastermind's Rune.
ID: 36251^6
Grants you the benefits of both a Polyiridescent and a Mastermind's Rune.
ID: 36252^6
Grants you the benefits of both a Polyiridescent and a Mastermind's Rune.
ID: 36253^6
Infiltrates your target's mind, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1. There is a chance for this spell to stun its target when it wears off.
ID: 36254^6
Infiltrates your target's mind, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1. There is a chance for this spell to stun its target when it wears off.
ID: 36255^6
Infiltrates your target's mind, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1. There is a chance for this spell to stun its target when it wears off.
ID: 36256^6
Has a #1 chance to cast a stun spell.
ID: 36257^6
Has a #1 chance to cast a stun spell.
ID: 36258^6
Has a #1 chance to cast a stun spell.
ID: 36259^6
Stuns targets of up to level @1.
ID: 36262^6
Drains up to #1 mana from your target. For each point of mana drained, the target will take damage.
ID: 36263^6
Drains up to #1 mana from your target. For each point of mana drained, the target will take damage.
ID: 36264^6
Drains up to #1 mana from your target. For each point of mana drained, the target will take damage.
ID: 36265^6
Gives your group special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 36266^6
Gives your group special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 36267^6
Gives your group special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 36268^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 36269^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 36270^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 36271^6
Mesmerizes creatures of up to level @1.
ID: 36272^6
Mesmerizes creatures of up to level @1.
ID: 36273^6
Mesmerizes creatures of up to level @1.
ID: 36274^6
Pulses a mana reverberation effect onto your companions, as long as they stay inside the area of the aura.
ID: 36275^6
Pulses a mana reverberation effect onto your companions, as long as they stay inside the area of the aura.
ID: 36276^6
Pulses a mana reverberation effect onto your companions, as long as they stay inside the area of the aura.
ID: 36277^6
Chromatic flames jab your opponent, dealing #1 damage and placing a rune on your target's target.
ID: 36278^6
Chromatic flames jab your opponent, dealing #1 damage and placing a rune on your target's target.
ID: 36279^6
Chromatic flames jab your opponent, dealing #1 damage and placing a rune on your target's target.
ID: 36280^6
Absorbs #5 incoming melee damage.
ID: 36281^6
Absorbs #5 incoming melee damage.
ID: 36282^6
Absorbs #5 incoming melee damage.
ID: 36283^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 36284^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 36285^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 36286^6
A threshold rune absorbs #1 percent of incoming melee damage in excess of $1 damage, up to a total of @1.
ID: 36287^6
A threshold rune absorbs #1 percent of incoming melee damage in excess of $1 damage, up to a total of @1.
ID: 36288^6
A threshold rune absorbs #1 percent of incoming melee damage in excess of $1 damage, up to a total of @1.
ID: 36289^6
Increases the effects of your companions' instant damage spells, as long as they stay within the range of the aura.
ID: 36290^6
Increases the effects of your companions' instant damage spells, as long as they stay within the range of the aura.
ID: 36291^6
Increases the effects of your companions' instant damage spells, as long as they stay within the range of the aura.
ID: 36292^6
Increases the base damage of your spells by #1 percent. Fades after 20 uses.
ID: 36293^6
Increases the base damage of your spells by #1 percent. Fades after 22 uses.
ID: 36294^6
Increases the base damage of your spells by #1 percent. Fades after 24 uses.
ID: 36295^6
Places a threshold rune on your target that will absorb #1 percent of incoming melee damage in excess of $1 damage, up to a total of @1.
ID: 36296^6
Places a threshold rune on your target that will absorb #1 percent of incoming melee damage in excess of $1 damage, up to a total of @1.
ID: 36297^6
Places a threshold rune on your target that will absorb #1 percent of incoming melee damage in excess of $1 damage, up to a total of @1.
ID: 36304^6
Causes any creatures nearby to fall into an enchanted sleep for up to %z. The spell works on creatures up to level @1. Each creature that is mesmerized has a chance to increase the mana cost of this spell. You must have at least 10 percent of your mana available to cast this spell.
ID: 36305^6
Causes any creatures nearby to fall into an enchanted sleep for up to %z. The spell works on creatures up to level @1. Each creature that is mesmerized has a chance to increase the mana cost of this spell. You must have at least 10 percent of your mana available to cast this spell.
ID: 36306^6
Causes any creatures nearby to fall into an enchanted sleep for up to %z. The spell works on creatures up to level @1. Each creature that is mesmerized has a chance to increase the mana cost of this spell. You must have at least 10 percent of your mana available to cast this spell.
ID: 36307^6
Has a #1 percent chance to trigger a mana penalty spell.
ID: 36308^6
Has a #1 percent chance to trigger a mana penalty spell.
ID: 36309^6
Has a #1 percent chance to trigger a mana penalty spell.
ID: 36310^6
Drains your mind of up to #1 mana. If you are below 1 percent of your maximum mana, it will deal #2 damage.
ID: 36319^6
Increases the melee damage and accuracy of both you and your warder.
ID: 36320^6
Increases the melee damage and accuracy of both you and your warder.
ID: 36321^6
Increases the melee damage and accuracy of both you and your warder.
ID: 36322^6
Increases your accuracy and the damage you do with melee attacks.
ID: 36323^6
Increases your accuracy and the damage you do with melee attacks.
ID: 36324^6
Increases your accuracy and the damage you do with melee attacks.
ID: 36325^6
Increases your warder's accuracy and the damage it does with melee attacks.
ID: 36326^6
Increases your warder's accuracy and the damage it does with melee attacks.
ID: 36327^6
Increases your warder's accuracy and the damage it does with melee attacks.
ID: 36328^6
Imbues your group with the focus of Sanera, providing increased strength, dexterity, and hit points for %z.
ID: 36329^6
Imbues your group with the focus of Sanera, providing increased strength, dexterity, and hit points for %z.
ID: 36330^6
Imbues your group with the focus of Sanera, providing increased strength, dexterity, and hit points for %z.
ID: 36331^6
Increases your warder's accuracy and the damage it does with melee attacks, at the cost of its maximum health and armor class.
ID: 36332^6
Increases your warder's accuracy and the damage it does with melee attacks, at the cost of its maximum health and armor class.
ID: 36333^6
Increases your warder's accuracy and the damage it does with melee attacks, at the cost of its maximum health and armor class.
ID: 36334^6
Increases your warder's maximum health, mitigation, and armor class at the cost of accuracy.
ID: 36335^6
Increases your warder's maximum health, mitigation, and armor class at the cost of accuracy.
ID: 36336^6
Increases your warder's maximum health, mitigation, and armor class at the cost of accuracy.
ID: 36337^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption. This spell will grant additional healing to warders that are severely injured.
ID: 36338^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption. This spell will grant additional healing to warders that are severely injured.
ID: 36339^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption. This spell will grant additional healing to warders that are severely injured.
ID: 36340^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 36341^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 36342^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 36343^6
Fills your target with merciless ferocity, increasing their triple attack chance, standard resistances, attack rating, and stamina.
ID: 36344^6
Fills your target with merciless ferocity, increasing their triple attack chance, standard resistances, attack rating, and stamina.
ID: 36345^6
Fills your target with merciless ferocity, increasing their triple attack chance, standard resistances, attack rating, and stamina.
ID: 36346^6
Strikes up to three targets in front of you with a flurry of melee attacks.
ID: 36347^6
Strikes up to three targets in front of you with a flurry of melee attacks.
ID: 36348^6
Strikes up to three targets in front of you with a flurry of melee attacks.
ID: 36349^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 36350^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 36351^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 36352^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 36353^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 36354^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 36355^6
Fills your group with spiritual vindication, increasing their hit points and attack rating for %z.
ID: 36356^6
Fills your group with spiritual vindication, increasing their hit points and attack rating for %z.
ID: 36357^6
Fills your group with spiritual vindication, increasing their hit points and attack rating for %z.
ID: 36358^6
Heals your warder for #1 hit points every six seconds for %z. When this spell wears off, the bearer will experience a miraculous mending.
ID: 36359^6
Heals your warder for #1 hit points every six seconds for %z. When this spell wears off, the bearer will experience a miraculous mending.
ID: 36360^6
Heals your warder for #1 hit points every six seconds for %z. When this spell wears off, the bearer will experience a miraculous mending.
ID: 36361^6
Heals you for #1 hit points.
ID: 36362^6
Heals you for #1 hit points.
ID: 36363^6
Heals you for #1 hit points.
ID: 36364^6
Grants your warder a bolstering power, allowing it to heal its enemy's most hated enemy.
ID: 36365^6
Grants your warder a bolstering power, allowing it to heal its enemy's most hated enemy.
ID: 36366^6
Grants your warder a bolstering power, allowing it to heal its enemy's most hated enemy.
ID: 36367^6
Heals the target's target for up to @1 hit points.
ID: 36368^6
Heals the target's target for up to @1 hit points.
ID: 36369^6
Heals the target's target for up to @1 hit points.
ID: 36370^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating. Increases the attack speed of your group members.
ID: 36371^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating. Increases the attack speed of your group members.
ID: 36372^6
Fills your warder with prowess, increasing their attack speed, damage, armor class, and attack rating. Increases the attack speed of your group members.
ID: 36373^6
Increases your attack speed for %z.
ID: 36374^6
Increases your attack speed for %z.
ID: 36375^6
Increases your attack speed for %z.
ID: 36376^6
Imbues your group with nature's fury, increasing your damage mitigation and weapon speed, while increasing the chance for you and your pets to perform flurries of attacks.
ID: 36377^6
Imbues your group with nature's fury, increasing your damage mitigation and weapon speed, while increasing the chance for you and your pets to perform flurries of attacks.
ID: 36378^6
Imbues your group with nature's fury, increasing your damage mitigation and weapon speed, while increasing the chance for you and your pets to perform flurries of attacks.
ID: 36379^6
Inflicts your target with Poantaar's bite, dealing #1 damage.
ID: 36380^6
Inflicts your target with Poantaar's bite, dealing #1 damage.
ID: 36381^6
Inflicts your target with Poantaar's bite, dealing #1 damage.
ID: 36382^6
Bestows a defensive bulwark upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 36383^6
Bestows a defensive bulwark upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 36384^6
Bestows a defensive bulwark upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 36385^6
Summons a feral warder to aid you in battle.
ID: 36386^6
Consumes your warder and yourself in a savage rage, greatly increasing your melee damage for %z.
ID: 36387^6
Consumes your warder and yourself in a savage rage, greatly increasing your melee damage for %z.
ID: 36388^6
Consumes your warder and yourself in a savage rage, greatly increasing your melee damage for %z.
ID: 36389^6
Consumes your warder and yourself in a savage rage, greatly increasing your melee damage for %z.
ID: 36390^6
Consumes your warder and yourself in a savage rage, greatly increasing your melee damage for %z.
ID: 36391^6
Consumes your warder and yourself in a savage rage, greatly increasing your melee damage for %z.
ID: 36392^6
A spell which increases the target's hate, and strikes it with cold and poisonous venom.
ID: 36393^6
A spell which increases the target's hate, and strikes it with cold and poisonous venom.
ID: 36394^6
A spell which increases the target's hate, and strikes it with cold and poisonous venom.
ID: 36395^6
Poisons your target, dealing up to @1 damage.
ID: 36396^6
Poisons your target, dealing up to @1 damage.
ID: 36397^6
Poisons your target, dealing up to @1 damage.
ID: 36398^6
Freezes your target, dealing up to @1 damage.
ID: 36399^6
Freezes your target, dealing up to @1 damage.
ID: 36400^6
Freezes your target, dealing up to @1 damage.
ID: 36401^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 36402^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 36403^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 36404^6
You bellow a frosty roar, dealing #1 damage to all surrounding enemies.
ID: 36405^6
You bellow a frosty roar, dealing #1 damage to all surrounding enemies.
ID: 36406^6
You bellow a frosty roar, dealing #1 damage to all surrounding enemies.
ID: 36407^6
Infuses you and your pet with the power of a snow leopard, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 36408^6
Infuses you and your pet with the power of a snow leopard, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 36409^6
Infuses you and your pet with the power of a snow leopard, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 36410^6
Infuses you and your pet with the power of a snow leopard, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 36411^6
Infuses you and your pet with the power of a snow leopard, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 36412^6
Infuses you and your pet with the power of a snow leopard, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 36413^6
Fills your warder with the spirit of Nak, increasing their dexterity and giving them a chance to perform a stunning poison attack with a protective reflection.
ID: 36414^6
Fills your warder with the spirit of Nak, increasing their dexterity and giving them a chance to perform a stunning poison attack with a protective reflection.
ID: 36415^6
Fills your warder with the spirit of Nak, increasing their dexterity and giving them a chance to perform a stunning poison attack with a protective reflection.
ID: 36416^6
The spirit of Nak strikes your target, dealing #1 damage and stunning creatures up to level @3. Reflects Prism Skin when triggered.
ID: 36417^6
The spirit of Nak strikes your target, dealing #1 damage and stunning creatures up to level @3. Reflects Prism Skin when triggered.
ID: 36418^6
The spirit of Nak strikes your target, dealing #1 damage and stunning creatures up to level @3. Reflects Prism Skin when triggered.
ID: 36419^6
Envelops your group in an aura of spiritual evolution, increasing their hit point, mana, and endurance regeneration.
ID: 36420^6
Envelops your group in an aura of spiritual evolution, increasing their hit point, mana, and endurance regeneration.
ID: 36421^6
Envelops your group in an aura of spiritual evolution, increasing their hit point, mana, and endurance regeneration.
ID: 36422^6
Fills your group with merciless ferocity, increasing their triple attack chance, standard resistances, attack rating, and stamina.
ID: 36423^6
Fills your group with merciless ferocity, increasing their triple attack chance, standard resistances, attack rating, and stamina.
ID: 36424^6
Fills your group with merciless ferocity, increasing their triple attack chance, standard resistances, attack rating, and stamina.
ID: 36425^6
Assaults your target with a flurry of savage attacks.
ID: 36426^6
Assaults your target with a flurry of savage attacks.
ID: 36427^6
Assaults your target with a flurry of savage attacks.
ID: 36428^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 36429^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 36430^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 36431^6
Instant Duration.
ID: 36432^6
Instant Duration.
ID: 36435^6
Places a rampart around your warder that greatly increases its chance to mitigate or completely resist detrimental spells. It will absorb up to @2 damage before fading. When this rampart fades, your warder will be healed.
ID: 36436^6
Places a rampart around your warder that greatly increases its chance to mitigate or completely resist detrimental spells. It will absorb up to @2 damage before fading. When this rampart fades, your warder will be healed.
ID: 36437^6
Places a rampart around your warder that greatly increases its chance to mitigate or completely resist detrimental spells. It will absorb up to @2 damage before fading. When this rampart fades, your warder will be healed.
ID: 36438^6
Heals your target for up to @1 hit points.
ID: 36439^6
Heals your target for up to @1 hit points.
ID: 36440^6
Heals your target for up to @1 hit points.
ID: 36441^6
Infuses your pet with offensive and regenerative power and summons animals to fight at its side.
ID: 36442^6
Infuses your pet with offensive and regenerative power and summons animals to fight at its side.
ID: 36443^6
Infuses your pet with offensive and regenerative power and summons animals to fight at its side.
ID: 36444^6
Increases the bearer's maximum hit points by #7, heals for #6 points every six seconds, and increases the damage done by melee attacks.
ID: 36445^6
Increases the bearer's maximum hit points by #7, heals for #6 points every six seconds, and increases the damage done by melee attacks.
ID: 36446^6
Increases the bearer's maximum hit points by #7, heals for #6 points every six seconds, and increases the damage done by melee attacks.
ID: 36447^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 36448^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 36449^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 36450^6
You steel your reflexes, delivering four hand-to-hand attacks to your target and restoring a large amount of endurance to your group.
ID: 36451^6
You steel your reflexes, delivering four hand-to-hand attacks to your target and restoring a large amount of endurance to your group.
ID: 36452^6
You steel your reflexes, delivering four hand-to-hand attacks to your target and restoring a large amount of endurance to your group.
ID: 36453^6
Restores up to @2 endurance to your group.
ID: 36454^6
Restores up to @2 endurance to your group.
ID: 36455^6
Restores up to @2 endurance to your group.
ID: 36456^6
This spell will cause some of your conquests' life to be stored by your warder when you slay creatures. The chances will decrease if you slay creatures below level @1.
ID: 36457^6
This spell will cause some of your conquests' life to be stored by your warder when you slay creatures. The chances will decrease if you slay creatures below level @1.
ID: 36458^6
This spell will cause some of your conquests' life to be stored by your warder when you slay creatures. The chances will decrease if you slay creatures below level @1.
ID: 36459^6
Absorbs up to #2 damage and triggers a heal-over-time spell when it breaks.
ID: 36460^6
Absorbs up to #2 damage and triggers a heal-over-time spell when it breaks.
ID: 36461^6
Absorbs up to #2 damage and triggers a heal-over-time spell when it breaks.
ID: 36462^6
Heals you for up to @2 hit points every six seconds for %z.
ID: 36463^6
Heals you for up to @2 hit points every six seconds for %z.
ID: 36464^6
Heals you for up to @2 hit points every six seconds for %z.
ID: 36465^6
Grants your warder a withering bite, increasing their dexterity and giving them a chance to perform a crippling attack with a protective reflection.
ID: 36466^6
Grants your warder a withering bite, increasing their dexterity and giving them a chance to perform a crippling attack with a protective reflection.
ID: 36467^6
Grants your warder a withering bite, increasing their dexterity and giving them a chance to perform a crippling attack with a protective reflection.
ID: 36468^6
Cripples your target, reducing their agility by up to @2, strength by up to @3, and AC by up to @4 for %z. Reflects Prism Skin when triggered.
ID: 36469^6
Cripples your target, reducing their agility by up to @2, strength by up to @3, and AC by up to @4 for %z. Reflects Prism Skin when triggered.
ID: 36470^6
Cripples your target, reducing their agility by up to @2, strength by up to @3, and AC by up to @4 for %z. Reflects Prism Skin when triggered.
ID: 36471^6
An icy chill causes #1 damage initially and between #2 and @2 damage every six seconds for %z.
ID: 36472^6
An icy chill causes #1 damage initially and between #2 and @2 damage every six seconds for %z.
ID: 36473^6
An icy chill causes #1 damage initially and between #2 and @2 damage every six seconds for %z.
ID: 36474^6
Surrounds your target in Nak's Maelstrom, damaging them with poison, disease, and ice attacks. One of the three attacks will be repeated immediately.
ID: 36475^6
Surrounds your target in Nak's Maelstrom, damaging them with poison, disease, and ice attacks. One of the three attacks will be repeated immediately.
ID: 36476^6
Surrounds your target in Nak's Maelstrom, damaging them with poison, disease, and ice attacks. One of the three attacks will be repeated immediately.
ID: 36495^6
Forges several Axes of the Brute.
ID: 36496^6
You execute an early series of retaliative strikes, slashing your target and allowing you to dodge better for a period of time. You must be below 90 percent of your maximum health to use this ability.
ID: 36497^6
You execute an early series of retaliative strikes, slashing your target and allowing you to dodge better for a period of time. You must be below 90 percent of your maximum health to use this ability.
ID: 36498^6
You execute an early series of retaliative strikes, slashing your target and allowing you to dodge better for a period of time. You must be below 90 percent of your maximum health to use this ability.
ID: 36499^6
Increases your chance to dodge attacks by #7 percent for up to %z.
ID: 36500^6
Increases your chance to dodge attacks by #7 percent for up to %z.
ID: 36501^6
Increases your chance to dodge attacks by #7 percent for up to %z.
ID: 36502^6
Strikes your opponent with three Frenzy attacks while making them weaker against additional Frenzy and Throwing attacks.
ID: 36503^6
Strikes your opponent with three Frenzy attacks while making them weaker against additional Frenzy and Throwing attacks.
ID: 36504^6
Strikes your opponent with three Frenzy attacks while making them weaker against additional Frenzy and Throwing attacks.
ID: 36505^6
Aims an axe of the brute at your opponent's legs, causing slower movement speed and dealing #1 damage every six seconds for %z.
ID: 36506^6
Aims an axe of the brute at your opponent's legs, causing slower movement speed and dealing #1 damage every six seconds for %z.
ID: 36507^6
Aims an axe of the brute at your opponent's legs, causing slower movement speed and dealing #1 damage every six seconds for %z.
ID: 36508^6
Executes a vicious melee attack on your opponent. This ability can only be used if you are not currently in combat.
ID: 36509^6
Executes a vicious melee attack on your opponent. This ability can only be used if you are not currently in combat.
ID: 36510^6
Executes a vicious melee attack on your opponent. This ability can only be used if you are not currently in combat.
ID: 36511^6
Hurls an axe of the brute to slash the skin of your target, causing #1 damage every six seconds for %z. The exertion of the blood axe attack will injure you.
ID: 36512^6
Hurls an axe of the brute to slash the skin of your target, causing #1 damage every six seconds for %z. The exertion of the blood axe attack will injure you.
ID: 36513^6
Hurls an axe of the brute to slash the skin of your target, causing #1 damage every six seconds for %z. The exertion of the blood axe attack will injure you.
ID: 36514^6
Increases the amount of damage received from melee attacks by #1 for ten hits.
ID: 36515^6
Increases the amount of damage received from melee attacks by #1 for ten hits.
ID: 36516^6
Increases the amount of damage received from melee attacks by #1 for ten hits.
ID: 36517^6
Launches a gigantic throwing axe at your target.
ID: 36518^6
Launches a gigantic throwing axe at your target.
ID: 36519^6
Launches a gigantic throwing axe at your target.
ID: 36520^6
Aims an axe of the brute at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 36521^6
Aims an axe of the brute at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 36522^6
Aims an axe of the brute at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 36523^6
Launches a volley of four axes at your target.
ID: 36524^6
Launches a volley of four axes at your target.
ID: 36525^6
Launches a volley of four axes at your target.
ID: 36526^6
Throws an axe of the brute wildly, briefly distracting your opponent.
ID: 36527^6
Throws an axe of the brute wildly, briefly distracting your opponent.
ID: 36528^6
Throws an axe of the brute wildly, briefly distracting your opponent.
ID: 36529^6
Cause your body to be consumed by a berserking rage, greatly increasing the damage potential of your attacks.
ID: 36530^6
Cause your body to be consumed by a berserking rage, greatly increasing the damage potential of your attacks.
ID: 36531^6
Cause your body to be consumed by a berserking rage, greatly increasing the damage potential of your attacks.
ID: 36532^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 36533^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 36534^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 36535^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 36536^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 36537^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 36538^6
Instant Duration.
ID: 36539^6
Instant Duration.
ID: 36540^6
Instant Duration.
ID: 36541^6
Incites your target's target and yourself with a shared viciousness increasing the amount of damage you both do with melee weapons.
ID: 36542^6
Incites your target's target and yourself with a shared viciousness increasing the amount of damage you both do with melee weapons.
ID: 36543^6
Incites your target's target and yourself with a shared viciousness increasing the amount of damage you both do with melee weapons.
ID: 36544^6
Increases the damage you do with melee weapons.
ID: 36544^7
Eron's Jewelry
ID: 36545^6
Increases the damage you do with melee weapons.
ID: 36546^6
Increases the damage you do with melee weapons.
ID: 36547^6
Focuses your energy to attempt to increase your damage any time you are attacked.
ID: 36548^6
Focuses your energy to attempt to increase your damage any time you are attacked.
ID: 36549^6
Focuses your energy to attempt to increase your damage any time you are attacked.
ID: 36550^6
Increases damage from your next five melee strikes by #1 percent.
ID: 36551^6
Increases damage from your next five melee strikes by #1 percent.
ID: 36552^6
Increases damage from your next five melee strikes by #1 percent.
ID: 36553^6
You swing your axe in a wide circle, dealing up to @1 damage to up to 12 targets.
ID: 36554^6
You swing your axe in a wide circle, dealing up to @1 damage to up to 12 targets.
ID: 36555^6
You swing your axe in a wide circle, dealing up to @1 damage to up to 12 targets.
ID: 36556^6
Bellows a terrible battle cry, increasing your companions' accuracy and damage dealt by their critical hits.
ID: 36557^6
Bellows a terrible battle cry, increasing your companions' accuracy and damage dealt by their critical hits.
ID: 36558^6
Bellows a terrible battle cry, increasing your companions' accuracy and damage dealt by their critical hits.
ID: 36559^6
Enhances your natural Frenzy ability, allowing you to use the skill more often and adding additional damage to each successful hit. You must be below 90 percent health to use this effect.
ID: 36560^6
Enhances your natural Frenzy ability, allowing you to use the skill more often and adding additional damage to each successful hit. You must be below 90 percent health to use this effect.
ID: 36561^6
Enhances your natural Frenzy ability, allowing you to use the skill more often and adding additional damage to each successful hit. You must be below 90 percent health to use this effect.
ID: 36562^6
Reduces the base refresh time of Frenzy by #1 seconds and adds additional damage when you use it.
ID: 36563^6
Reduces the base refresh time of Frenzy by #1 seconds and adds additional damage when you use it.
ID: 36564^6
Reduces the base refresh time of Frenzy by #1 seconds and adds additional damage when you use it.
ID: 36565^6
Deals up to @1 points of damage to your target.
ID: 36566^6
Deals up to @1 points of damage to your target.
ID: 36567^6
Deals up to @1 points of damage to your target.
ID: 36568^6
Throws an axe wildly, damaging your opponent and having a chance to apply other detrimental effects.
ID: 36569^6
Throws an axe wildly, damaging your opponent and having a chance to apply other detrimental effects.
ID: 36570^6
Throws an axe wildly, damaging your opponent and having a chance to apply other detrimental effects.
ID: 36571^6
Aims an axe at your opponent's head, briefly stunning targets up to level @1.
ID: 36572^6
Aims an axe at your opponent's head, briefly stunning targets up to level @1.
ID: 36573^6
Aims an axe at your opponent's head, briefly stunning targets up to level @1.
ID: 36574^6
Throws an axe wildly, briefly distracting your opponent and lowering their hatred for you by @3.
ID: 36575^6
Throws an axe wildly, briefly distracting your opponent and lowering their hatred for you by @3.
ID: 36576^6
Throws an axe wildly, briefly distracting your opponent and lowering their hatred for you by @3.
ID: 36577^6
Strikes your opponent with a flurry of axes, damaging them and applying an additional detrimental effect.
ID: 36578^6
Strikes your opponent with a flurry of axes, damaging them and applying an additional detrimental effect.
ID: 36579^6
Strikes your opponent with a flurry of axes, damaging them and applying an additional detrimental effect.
ID: 36598^6
Sinks your target's feet into the ground, causing damage, increasing hatred, and preventing movement for up to %z.
ID: 36599^6
Absorbs #4 percent of incoming damage that exceeds $4 in one hit. Will fade after absorbing a total of @4 points of damage.
ID: 36602^6
Sinks your target's feet into the ground, causing damage, increasing hatred, and preventing movement for up to %z.
ID: 36603^6
Absorbs #4 percent of incoming damage that exceeds $4 in one hit. Will fade after absorbing a total of @4 points of damage.
ID: 36610^6
Decreases the reuse time of Seventh Wind by 5 percent.
ID: 36611^6
Decreases the reuse time of Armor of Stalwart Runes by 5 percent.
ID: 36612^6
Decreases the reuse time of Ridicule by 5 percent.
ID: 36613^6
Decreases the reuse time of Stormwheel Blades by 5 percent.
ID: 36614^6
Decreases the reuse time of Harassing Shout by 5 percent.
ID: 36615^6
Decreases the reuse time of Warrior's Auspice by 5 percent.
ID: 36616^6
ID: 36617^6
Increases the damage done by Abrogate the Undead by #1.
ID: 36618^6
Increases the healing done by Graceful Remedy by #1.
ID: 36619^6
Increases the damage done by Vital Strike and Vehement Strike by #1.
ID: 36620^6
Increases the duration of Reverent Elixir by 6 seconds.
ID: 36621^6
Increases the damage done by Castigation by #1.
ID: 36622^6
Increases the healing done by Fifteenth Emblem by #1.
ID: 36623^6
Increases the healing done by Reverent Light by #1.
ID: 36624^6
Increases the damage done by Sermon of Rebuke by #1.
ID: 36625^6
Increases the damage done by Chromacrush by #1.
ID: 36626^6
Increases the healing done by Fraught Renewal by #1.
ID: 36627^6
Increases the healing done by Word of Reformation and Word of Renewal by #1.
ID: 36628^6
Increases the healing done by Hand of Graceful Infusion by #1.
ID: 36629^6
Decreases the reuse time of Ward of Certitude by 5 percent.
ID: 36631^6
Increases the healing done by Reverent Touch by #1.
ID: 36632^6
Increases the damage done by Laudation by #1.
ID: 36633^6
Increases the duration of Demand for Honor by 6 seconds.
ID: 36634^6
Increases the damage done by Crush of the Iceclad by #1.
ID: 36635^6
Increases the damage done by Ostracize by #1.
ID: 36636^6
Increases the healing done by Dazzling Light by #1.
ID: 36637^6
Increases the healing done by Burst of Sunrise by #1.
ID: 36638^6
Increases the duration of Reverent Cleansing by 6 seconds.
ID: 36639^6
Increases the healing done by Sorrow by #1.
ID: 36640^6
Increases the damage done by Crush of Tarew by #1.
ID: 36641^6
Decreases the reuse time of Force of the Iceclad by 8 percent.
ID: 36642^6
Increases the damage done by Glorious Expurgation by #1.
ID: 36643^6
Increases the healing done by Reverent Healing by #1.
ID: 36644^6
Decreases the reuse time of Reflexive Righteousness by 5 percent.
ID: 36646^6
Increases the healing done by Cloudburst by #1.
ID: 36647^6
Increases the damage done by Dreadbeetle Swarm by #1.
ID: 36648^6
Decreases the reuse time of Jolting and Enraging Heel Kicks by 5 percent.
ID: 36650^6
Increases the damage done by Bitter Wind by #1.
ID: 36651^6
Increases the damage done by Vileoak Ash by #1.
ID: 36652^6
Decreases the reuse time of Heartspike by 10 percent.
ID: 36653^6
Increases the healing done by Desperate Drenching by #1.
ID: 36654^6
Increases the damage done by both Summer's Gale Splash and Burn by #1.
ID: 36655^6
Increases the damage done by Heartcarve by #1.
ID: 36656^6
Increases the damage done by Angering Shot by #1.
ID: 36657^6
Increases the damage done by Windblast Enigma by #1.
ID: 36658^6
Decreases the reuse time of Reflexive Bladespurs by 5 percent.
ID: 36660^6
Increases the damage done by Bond of Ralstok by #1.
ID: 36661^6
Increases the damage done by Ralstok's Bite by #1.
ID: 36662^6
Increases the damage done by Blood of Ralstok by #1.
ID: 36663^6
Increases the duration of Demand for Power by 6 seconds.
ID: 36664^6
Increases the damage done by Smoldering Darkness by #1.
ID: 36665^6
Increases the damage done by Plague of Klonda by #1.
ID: 36666^6
Decreases the reuse time of Gashing Blade by 5 percent.
ID: 36667^6
Increases the damage done by Spear of Grelleth by #1.
ID: 36668^6
Increases the damage done by Surreptitious Blight by #1.
ID: 36669^6
Increases the damage done by Dire Insinuation by #1.
ID: 36670^6
Increases the damage done by Touch of Falsin by #1.
ID: 36671^6
Increases the damage done by Repugnant Bargain by #1.
ID: 36672^6
Decreases the reuse time of Reflexive Rancor by 5 percent.
ID: 36673^6
Increases the damage done by Exterminate the Unnatural by #1.
ID: 36674^6
Increases the damage done by Hailstorm by #1.
ID: 36675^6
Increases the damage done by Heliacal Fire by #1.
ID: 36677^6
Increases the healing done by Sterivida by #1.
ID: 36678^6
Increases the damage done by Frosthowl Chill by #1.
ID: 36679^6
Increases the damage done by Horde of Mutillids by #1.
ID: 36680^6
Increases the healing done by Survival of the Fortuitous by #1.
ID: 36682^6
Increases the damage done by Winter's Wildfire Frostbite by #1.
ID: 36683^6
Increases the damage done by Sunblaze by #1.
ID: 36684^6
Increases the damage done by Summer Suncrest by #1.
ID: 36685^6
Increases the healing done by Adrenaline Rush by #1.
ID: 36686^6
Increases the healing done by Lunassuage by #1.
ID: 36687^6
Increases the damage done by Chill of the Visionary by #1.
ID: 36688^6
Increases the damage done by Nature's Withering Wrath by #1.
ID: 36689^6
Increases the damage done by Katabatic Roar by #1.
ID: 36693^6
Decreases the reuse time of Eagle's Balance by 5 percent.
ID: 36694^6
Decreases the reuse time of Eye of the Storm by 5 percent.
ID: 36695^6
Increases the duration of Eye of the Storm by 6 seconds.
ID: 36696^6
Decreases the reuse time of Terrorpalm Discipline by 5 percent.
ID: 36697^6
Decreases the reuse time of Eight-Step Pattern by 5 percent.
ID: 36698^6
Decreases the reuse time of Forestall Death by 5 percent.
ID: 36699^6
Decreases the reuse time of Seven Breaths by 5 percent.
ID: 36700^6
Decreases the reuse time of Earthforce Discipline by 5 percent.
ID: 36701^6
Decreases the reuse time of Swift Reflexes by 5 percent.
ID: 36702^6
Decreases the reuse time of Zalikor's Fang by 5 percent.
ID: 36704^6
Increases the duration of Siavonn's Chant of Disease by 6 seconds.
ID: 36705^6
Increases the duration of Edoth's Chant of Frost by 6 seconds.
ID: 36706^6
Increases the healing done by Chorus of Salarra by #1.
ID: 36707^6
Increases the duration of Slaunk's Chant of Poison by 6 seconds.
ID: 36708^6
Increases the duration of Dirge of Salubra by 6 seconds.
ID: 36709^6
Increases the damage done by Kaficus' Insult by #1.
ID: 36710^6
Decreases the reuse time of Motlak's Lively Crescendo by 7 percent.
ID: 36711^6
Increases the duration of Gosik's Chant of Flame by 6 seconds.
ID: 36712^6
Decreases the reuse time of Reflexive Retort by 5 percent.
ID: 36714^6
Decreases the reuse time of Beset by 5 percent.
ID: 36715^6
Decreases the reuse time of Blinding Blaze by 5 percent.
ID: 36716^6
Increases the damage done by Asp Blade Strike by #1.
ID: 36717^6
Increases the damage done by Gash by #1.
ID: 36718^6
Decreases the reuse time of Pinpoint Deficiencies by 5 percent.
ID: 36719^6
Decreases the reuse time of Aspbleeder Discipline by 5 percent.
ID: 36720^6
ID: 36722^6
Increases the damage done by Slaunk's Spear of Venom by #1.
ID: 36723^6
Increases the duration of Talisman of the Snow Leopard by 6 seconds.
ID: 36724^6
Increases the damage done by Elsrop's Malady by #1.
ID: 36725^6
Increases the damage done by Falhotep's Affliction by #1.
ID: 36726^6
Increases the healing done by Antecessor's Intervention by #1.
ID: 36727^6
Increases the damage done by Seedspitter's Bite by #1.
ID: 36728^6
Increases the healing done by Blezon's Mending by #1.
ID: 36729^6
Increases the damage done by Falhotep's Rain of Venom by #1.
ID: 36730^6
Increases the damage done by Naganaga by #1.
ID: 36731^6
Increases the damage done by Ice Burst by #1.
ID: 36732^6
Increases the damage done by Nectar of Anguish by #1.
ID: 36733^6
Increases the duration of Wisp of Renewal by 6 seconds.
ID: 36735^6
Increases the healing done by Reckless Restoration by #1.
ID: 36736^6
Increases the damage done by Phase Spider Blood by #1.
ID: 36737^6
Increases the healing done by Blezon's Recourse by #1.
ID: 36738^6
Increases the damage done by Enalam's Curse by #1.
ID: 36739^6
Increases the damage done by Plunder Essence by #1.
ID: 36740^6
Increases the damage done by Wuran's Decay by #1.
ID: 36741^6
Increases the damage done by Grip of Zalikor by #1.
ID: 36742^6
Increases the damage done by Termination by #1.
ID: 36743^6
Increases the damage done by Dissolution by #1.
ID: 36744^6
Increases the damage done by Pyre of the Forsaken by #1.
ID: 36745^6
Increases the damage done by Halstor's Pallid Haze by #1.
ID: 36746^6
Increases the damage done by Pyre of Marnek by #1.
ID: 36747^6
Increases the duration of Clutching Darkness by 6 seconds.
ID: 36748^6
Increases the damage done by Ignite Thoughts by #1.
ID: 36749^6
Increases the damage done by Binaesa Venom by #1.
ID: 36750^6
Increases the damage done by Coruscating Shadow by #1.
ID: 36751^6
Increases the damage done by Impel for Blood by #1.
ID: 36752^6
Increases the damage done by Scintillate Bones by #1.
ID: 36753^6
Decreases the reuse time of Cascading Boneshield by 5 percent.
ID: 36754^6
Increases the damage done by Pernicious Wounds by #1.
ID: 36756^6
Increases the damage done by Lure of the Wastes and Magmalure by #1.
ID: 36757^6
Increases the damage done by Tears of Gosik, Tamagrist Torrent, and Magmatic Vent by #1.
ID: 36758^6
Increases the damage done by Skullfreeze by #1.
ID: 36759^6
Increases the damage done by Icebound and Flamelocked Pillar by #1.
ID: 36760^6
Increases the damage done by Circle of Flame by #1.
ID: 36761^6
Increases the damage done by Flashfreeze and Flashsear by #1.
ID: 36762^6
Increases the damage done by Lightning Squall by #1.
ID: 36763^6
Increases the damage done by Chaos Incandescence by #1.
ID: 36764^6
Increases the damage done by Hoarfrost Cascade and Gosik's Fire by #1.
ID: 36765^6
Increases the damage done by Ethereal Incandescence, Hoarfrost, and Salvo by #1.
ID: 36766^6
Increases the damage done by Claw of the Ashwing, Flamewing, and Icewing by #1.
ID: 36767^6
Increases the damage done by Pure Wildether by #1.
ID: 36768^6
Increases the damage done by Thricewoven Mana by #1.
ID: 36769^6
Increases the damage done by Incandescent, Ether, and Hoarfrost Vortex by #1.
ID: 36770^6
Increases the damage done by Cloudburst Thunderbolt by #1.
ID: 36773^6
Increases the damage done by Bolt of Molten Magma by #1.
ID: 36774^6
Increases the damage done by Beam of Brimstone by #1.
ID: 36775^6
Increases the damage done by Salvo of Many by #1.
ID: 36776^6
Increases the damage done by Shock of Blistersteel by #1.
ID: 36777^6
Increases the damage done by Broiling Sands by #1.
ID: 36778^6
Increases the damage done by Fickle Magma by #1.
ID: 36781^6
Decreases the reuse time of Relentless Servant by 5 percent.
ID: 36782^6
Increases the damage done by Spear of Blistersteel by #1.
ID: 36783^6
Increases the damage done by Blast of Sand by #1.
ID: 36784^6
Increases the damage done by Rain of Scythes and Rain of Blistersteel by #1.
ID: 36786^6
Increases the duration of Confound by 6 seconds.
ID: 36787^6
Increases the duration of Confounding Flash by 6 seconds.
ID: 36788^6
Increases the duration of Quiescent Mind by 6 seconds.
ID: 36789^6
Increases the damage done by Chromaclash by #1.
ID: 36791^6
Increases the damage done by Stifle by #1.
ID: 36792^6
Increases the duration of Stifle by 6 seconds.
ID: 36793^6
Increases the damage done by Phantasmal Assault by #1.
ID: 36794^6
Increases the duration of Slackening Wave by 6 seconds.
ID: 36795^6
Increases the damage done by Mind Squall by #1.
ID: 36796^6
Increases the duration of Mind Squall by 6 seconds.
ID: 36797^6
Increases the damage done by Mindcleave by #1.
ID: 36798^6
Increases the duration of Mesmerizing Stare by 6 seconds.
ID: 36799^6
Increases the damage done by Tears of Syrkl by #1.
ID: 36800^6
Increases the damage done by Chromatic Percussion by #1.
ID: 36801^6
Decreases the reuse time of Umbral Auspice by 5 percent.
ID: 36803^6
Increases the healing done by Salve of Blezon by #1.
ID: 36804^6
Increases the damage done by Asp Blood by #1.
ID: 36805^6
Decreases the reuse time of Clamor of Claws by 5 percent.
ID: 36806^6
Increases the healing done by Jaerol's Mending by #1.
ID: 36807^6
Increases the damage done by Natigo's Endemic by #1.
ID: 36808^6
Increases the healing done by Huaene's Melioration by #1.
ID: 36809^6
Increases the damage done by Poantaar's Bite by #1.
ID: 36810^6
Increases the duration of Savage Rage by 6 seconds.
ID: 36811^6
Increases the damage done by Frozen Carbomate by #1.
ID: 36812^6
Increases the damage done by Kromrif Lance by #1.
ID: 36813^6
Increases the damage done by Kromrif Roar by #1.
ID: 36814^6
Increases the duration of Growl of the Snow Leopard by 6 seconds.
ID: 36815^6
Decreases the reuse time of Pummel by 5 percent.
ID: 36816^6
Increases the damage done by Edoth's Chill by #1.
ID: 36817^6
Increases the damage done by Nak's Maelstrom by #1.
ID: 36818^6
Decreases the reuse time of Reflexive Rending by 5 percent.
ID: 36820^6
Decreases the reuse time of Advanced Retaliation by 5 percent.
ID: 36821^6
Decreases the reuse time of Tendon Gash by 8 percent.
ID: 36822^6
Decreases the reuse time of Punch in the Throat by 5 percent.
ID: 36823^6
Increases the damage done by Brutal Axe Throw by #1.
ID: 36824^6
Decreases the reuse time of Temple Crush by 8 percent.
ID: 36825^6
Decreases the reuse time of Brutal Volley by 8 percent.
ID: 36826^6
Decreases the reuse time of Fearless Frenzy by 5 percent.
ID: 36827^6
Decreases the reuse time of Capricious Rage Discipline by 5 percent.
ID: 36828^6
Increases the damage done by Vicious Spiral by #1.
ID: 36829^6
Decreases the reuse time of Axe of Zurel by 8 percent.
ID: 36830^6
Bleeding causes you to lose health over time.
ID: 36831^6
Heals every tick and increases evasion.
ID: 36832^6
Poison causes you to lose health and endurance over time.
ID: 36833^6
Poison causes you to lose health and endurance over time.
ID: 36834^6
Your health is drained over time to heal your enemy.
ID: 36835^6
Lowers your armor class for a short time.
ID: 36836^6
Absorbs a percentage of damage up to a total of 50,000 before fading.
ID: 36837^6
Your melee speed and movement rate have been lowered.
ID: 36838^6
You have been silenced.
ID: 37038^6
Reduces undead target's melee speed by thirty five percent for up to %z.
ID: 37146^6
Summons an eye of power to attack your target for @1 seconds.
ID: 37148^6
Increases critical spell damage by 15 percent for up to %z.
ID: 37149^6
Increases critical spell damage by 20 percent for up to %z.
ID: 37150^6
Increases critical spell damage by 25 percent for up to %z.
ID: 37169^6
Spawns a familiar, which increases damage for all spells by thirty to sixty percent for all instant-cast detrimental spells level 100 and below.
ID: 37171^6
Slows casting and melee speeds by 20 percent for up to %z.
ID: 37178^6
Reduces your movement rate slightly for up to %z.
ID: 37182^6
Instills hatred in your enemy for up to %z.
ID: 37188^6
Causes the target to focus its hatred upon you for up to %z.
ID: 37195^6
Adds #1 damage to your melee attacks, while increasing your critical damage and melee speed for up to %z.
ID: 37196^6
Increases maximum health, AC , and mana regeneration for up to %z.
ID: 37197^6
Increases melee and casting speed by up to #1 percent for %z.
ID: 37198^6
Reveals a critical defensive weakness allowing all incoming damage to land for greater effect for up to %z.
ID: 37199^6
Reflects spell and melee damage.
ID: 37200^6
Lowers resistance to spells.
ID: 37201^6
Charm
ID: 37202^6
Invisibility
ID: 37203^6
Damages HP.
ID: 37204^6
Damages HP and spreads to other targets.
ID: 37206^6
Damages HP and reduces melee speed.
ID: 37208^6
Prevents the use of spells and melee abilities.
ID: 37209^6
Increases incoming damage from spells.
ID: 37210^6
Mesmerizes.
ID: 37211^6
Procs a damaging spell on you when casting damage spells or melee attacking.
ID: 37216^6
Reflects a portion of King Xorbb's oblivion beam.
ID: 37217^6
Empowers the reflection of King Xorbb's oblivion beam.
ID: 37219^6
Damages HP and pushes target away from caster.
ID: 37220^6
Charms and places a damage aura on target.
ID: 37221^6
Damage aura.
ID: 37223^6
Charms and adds mesmerization proc.
ID: 37224^6
Mesmerizes
ID: 37234^6
Reflects spell and melee damage.
ID: 37235^6
Damages HP.
ID: 37237^6
Damages HP.
ID: 37239^6
Damages HP and roots.
ID: 37240^6
Melee lifetap.
ID: 37245^6
Cloaks you in the appearance of a Doomscale ritualist.
ID: 37246^6
Cloaks you in the appearance of a Doomscale ritualist.
ID: 37247^6
Targeted-area fire damage.
ID: 37248^6
Susceptible to flaming pumpkin attacks.
ID: 37249^6
Summons a swarm of tiruns.
ID: 37250^6
Dooms death upon you.
ID: 37259^6
Reduces the mana cost of fire-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 37260^6
Reduces the mana cost of cold-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 37261^6
Reduces the mana cost of magic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 37262^6
Reduces the mana cost of poison-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 37263^6
Reduces the mana cost of disease-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 37264^6
Reduces the mana cost of beneficial spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 37265^6
Increases the range of spells by #1 percent. This bonus will decay on spells over level #2.
ID: 37266^6
Increases the duration of detrimental spells by #1 percent. This bonus will decay on spells over level #2.
ID: 37267^6
Increases the duration of beneficial spells by #1 percent. This bonus will decay on spells over level #2.
ID: 37268^6
Reduces the mana cost of chromatic-based spells by up to $1 percent. This bonus will decay on spells over level #2.
ID: 37269^6
When casting fire-based damage spells on your enemies, you have a chance to inflict up to 4125 additional fire damage.
ID: 37270^6
When casting cold-based damage spells on your enemies, you have a chance to inflict up to 4125 additional ice damage.
ID: 37271^6
When casting magic-based damage spells on your enemies, you have a chance to inflict up to 4125 additional magic damage.
ID: 37272^6
When casting poison-based damage spells on your enemies, you have a chance to inflict up to 4125 additional poison damage.
ID: 37273^6
When casting disease-based damage spells on your enemies, you have a chance to inflict up to 4125 additional disease damage.
ID: 37274^6
When casting any damage spells on your enemies, you have a chance to inflict up to 3750 additional magic damage.
ID: 37275^6
When casting chromatic-based damage spells on your enemies, you have a chance to inflict up to 4125 additional magic damage.
ID: 37276^6
Heals you for between #1 and @1 hit points.
ID: 37277^6
Increases your maximum hit points by up to @2 and your Armor class by up to @1 for up to %z.
ID: 37278^6
Envelops you in an aura of spiritual light, increasing your mana and hit point regeneration.
ID: 37279^6
Hastens your natural healing, allowing you to recover hit points faster.
ID: 37280^6
Heals between #1 and @1 hit points every 6 seconds for up to %z.
ID: 37281^6
Strikes your opponent with a fiery attack that causes between #1 and @1 hit points in damage.
ID: 37282^6
Strikes your opponent with a freezing attack that causes between #1 and @1 hit points in damage.
ID: 37283^6
Strikes your opponent with a lightning attack that causes between #1 and @1 hit points in damage.
ID: 37284^6
Strikes your opponent with a poison attack that causes between #1 and @1 hit points in damage.
ID: 37285^6
Strikes your opponent with a disease attack that causes between #1 and @1 hit points in damage.
ID: 37286^6
You enter a state of enhanced awareness, allowing you to avoid #2 percent of incoming physical damage ($2 max per hit), up to a total of @2 damage.
ID: 37292^6
Increases the base healing of Reverent Light by #1 percent.
ID: 37296^6
A holy blessing increases the amount of your heals by #1.
ID: 37302^6
You invoke the power of your diety, creating a defensive aura around you. When enemies strike you, this aura will deal 240 damage (720 to undead) and heal you for 960 health.
ID: 37305^6
You invoke the power of your diety, creating a defensive aura around you. When enemies strike you, this aura will deal 270 damage (810 to undead) and heal you for 1080 health.
ID: 37308^6
You invoke the power of your diety, creating a defensive aura around you. When enemies strike you, this aura will deal 300 damage (900 to undead) and heal you for 1200 health.
ID: 37311^6
You invoke the power of your diety, creating a defensive aura around you. When enemies strike you, this aura will deal 320 damage (960 to undead) and heal you for 1280 health.
ID: 37314^6
You invoke the power of your diety, creating a defensive aura around you. When enemies strike you, this aura will deal 360 damage (1080 to undead) and heal you for 1440 health.
ID: 37317^6
You invoke the power of your diety, creating a defensive aura around you. When enemies strike you, this aura will deal 400 damage (1200 to undead) and heal you for 1600 health.
ID: 37320^6
Increases the base damage done by Focused Rain of Arrows by #1 percent.
ID: 37324^6
You harness the power of nature, allowing you to unleash lightning for 3000 damage when striking your enemies with melee or ranged attacks.
ID: 37326^6
You harness the power of nature, allowing you to unleash lightning for 3375 damage when striking your enemies with melee or ranged attacks.
ID: 37328^6
You harness the power of nature, allowing you to unleash lightning for 3750 damage when striking your enemies with melee or ranged attacks.
ID: 37330^6
You harness the power of nature, allowing you to unleash lightning for 4000 damage when striking your enemies with melee or ranged attacks.
ID: 37332^6
You harness the power of nature, allowing you to unleash lightning for 4500 damage when striking your enemies with melee or ranged attacks.
ID: 37334^6
You harness the power of nature, allowing you to unleash lightning for 5000 damage when striking your enemies with melee or ranged attacks.
ID: 37336^6
You thirst for vitae, causing your melee attacks to frequently drain 2600 health from your opponents.
ID: 37338^6
You thirst for vitae, causing your melee attacks to frequently drain 2925 health from your opponents.
ID: 37340^6
You thirst for vitae, causing your melee attacks to frequently drain 3250 health from your opponents.
ID: 37342^6
You thirst for vitae, causing your melee attacks to frequently drain 3467 health from your opponents.
ID: 37344^6
You thirst for vitae, causing your melee attacks to frequently drain 3900 health from your opponents.
ID: 37346^6
You thirst for vitae, causing your melee attacks to frequently drain 4333 health from your opponents.
ID: 37348^6
Offers you a choice to follow the path of destruction or regrowth. Direct damage spells will be increased by 3000 OR instant healing spells will be increased by 2400, depending on which type of spell you cast first.
ID: 37349^6
Casting a direct damage spell will set you on the path of destruction, increasing the power of your direct damage spells by #1.
ID: 37350^6
Casting an instant healing spell will set you on the path of regrowth, increasing the power of your instant healing spells by #1.
ID: 37353^6
Offers you a choice to follow the path of destruction or regrowth. Direct damage spells will be increased by 3375 OR instant healing spells will be increased by 2700, depending on which type of spell you cast first.
ID: 37358^6
Offers you a choice to follow the path of destruction or regrowth. Direct damage spells will be increased by 3750 OR instant healing spells will be increased by 3000, depending on which type of spell you cast first.
ID: 37363^6
Offers you a choice to follow the path of destruction or regrowth. Direct damage spells will be increased by 4000 OR instant healing spells will be increased by 3200, depending on which type of spell you cast first.
ID: 37368^6
Offers you a choice to follow the path of destruction or regrowth. Direct damage spells will be increased by 4500 OR instant healing spells will be increased by 3600, depending on which type of spell you cast first.
ID: 37373^6
Offers you a choice to follow the path of destruction or regrowth. Direct damage spells will be increased by 5000 OR instant healing spells will be increased by 4000, depending on which type of spell you cast first.
ID: 37378^6
This technique focuses your chi, allowing you to unleash it for 2100 damage when striking your enemies.
ID: 37380^6
You focus your remaining chi, preparing to unleash a devastating flying kick.
ID: 37382^6
This technique focuses your chi, allowing you to unleash it for 2363 damage when striking your enemies.
ID: 37386^6
This technique focuses your chi, allowing you to unleash it for 2625 damage when striking your enemies.
ID: 37390^6
This technique focuses your chi, allowing you to unleash it for 2800 damage when striking your enemies.
ID: 37394^6
This technique focuses your chi, allowing you to unleash it for 3150 damage when striking your enemies.
ID: 37398^6
This technique focuses your chi, allowing you to unleash it for 3500 damage when striking your enemies.
ID: 37402^6
You sing a song of power, creating a barrier that absorbs #2 pecent of incoming physical damage ($2 max per hit), up to a total of @2 damage.
ID: 37408^6
Your blades lash out at your target inflicting instant damage and gaining a life of their own, increasing your melee and backstab damage by 480 for 100 successful attacks.
ID: 37410^6
Your blades lash out at your target inflicting instant damage and gaining a life of their own, increasing your melee and backstab damage by 540 for 100 successful attacks.
ID: 37412^6
Your blades lash out at your target inflicting instant damage and gaining a life of their own, increasing your melee and backstab damage by 600 for 100 successful attacks.
ID: 37414^6
Your blades lash out at your target inflicting instant damage and gaining a life of their own, increasing your melee and backstab damage by 640 for 100 successful attacks.
ID: 37416^6
Your blades lash out at your target inflicting instant damage and gaining a life of their own, increasing your melee and backstab damage by 720 for 100 successful attacks.
ID: 37418^6
Your blades lash out at your target inflicting instant damage and gaining a life of their own, increasing your melee and backstab damage by 800 for 100 successful attacks.
ID: 37420^6
Calls upon the spirits of your ancestors to heal your group members for #1 to #5 health. The lower the health of your companions, the more they will be healed.
ID: 37426^6
Increases the damage done by Pyre of Marnek by #1 to $1 percent.
ID: 37430^6
Your body fills with unholy power, augmenting the damage of Coruscating Shadow by #1 over the duration of the spell.
ID: 37436^6
Increases the damage done by Ethereal Incandescence by #1 to $1 percent.
ID: 37440^6
Your create a complex weave of mana, increasing the damage of Ethereal Hoarfrost by #1.
ID: 37446^6
Increases the duration of Relentless Servant by 2 seconds.
ID: 37447^6
Increases the duration of Relentless Servant by 3 seconds.
ID: 37448^6
Your command causes your pet to repeatedly strike enemies with an obedient fury.
ID: 37449^6
Your command causes your pet to grant you a portion of their power, increasing the damage of Bolt of Molten Magma by #1.
ID: 37466^6
Decreases the casting time of Mindcleave by #1 percent.
ID: 37468^6
You invade your target's mind and sap their willpower, lowering their magic resist by #10 and increasing chromatic damage received by #1. The stolen willpower is channeled to your group, restoring #1 mana per tick.
ID: 37469^6
The stolen willpower restores #7 mana per tick.
ID: 37480^6
Increases the damage of Frozen Carbomate by #1 percent.
ID: 37484^6
You gather the power of frost, causing your melee attacks to strike your enemies for 3750 cold damage.
ID: 37488^6
You gather the power of frost, causing your melee attacks to strike your enemies for 5000 cold damage.
ID: 37492^6
Your frenzy attacks are increased in speed, inflicting an additional hit for 6000 damage.
ID: 37494^6
Your frenzy attacks are increased in speed, inflicting an additional hit for 6750 damage.
ID: 37496^6
Your frenzy attacks are increased in speed, inflicting an additional hit for 7500 damage.
ID: 37498^6
Your frenzy attacks are increased in speed, inflicting an additional hit for 8000 damage.
ID: 37500^6
Your frenzy attacks are increased in speed, inflicting an additional hit for 9000 damage.
ID: 37502^6
Your frenzy attacks are increased in speed, inflicting an additional hit for 10000 damage.
ID: 37504^6
Changes the user into an aqua goblin and offers another beneficial spell.
ID: 37505^6
Adds infravision, water-breathing, and minor increases to Cold Resistance, Armor Class, and Agility.
ID: 37511^6
You feel fully refreshed.
ID: 37512^6
A particularly potent weapon against the worshipers of the Unspoken.
ID: 37513^6
Your remorse is manifested in the form of bodily harm.
ID: 37514^6
Your remorse is manifested in the form of bodily harm and inhibited casting and melee speed.
ID: 37515^6
Your remorse is manifested in the form of both mental and bodily harm and inhibited casting, melee and movement speed.
ID: 37516^6
Your remorse is manifested in the form of both mental and bodily harm and inhibited casting, melee and movement speed. Additionally your ability to unleash flurries of attacks and focus the damage of your spells is inhibited.
ID: 37517^6
Your remorse is manifested in the form of both mental and bodily harm and inhibited casting, melee and movement speed. Additionally your ability to unleash flurries of attacks, mitigate the damage of incoming attacks, and focus the power of your healing and damage spells is inhibited.
ID: 37518^6
You are thrown backwards and damaged by the barrel's explosion.
ID: 37519^6
You are thrown backwards and damaged by the barrel's explosion.
ID: 37520^6
You are thrown backwards and damaged by the barrel's explosion.
ID: 37521^6
You are thrown backwards and damaged by the barrel's explosion.
ID: 37522^6
You are thrown backwards and damaged by the barrel's explosion.
ID: 37523^6
You should move.
ID: 37524^6
The spectre has exploited this entity's cowardice and taken control over their mind. If this effect is cured the curer will be inflicted with a debilitating curse.
ID: 37525^6
You have been inflicted with the spectre's curse. You have been drained of your health, mana and endurance, and you are unable to cast spells that wipe out the detrimental effects of others. If this effect is cured the curer will be inflicted with this same curse.
ID: 37526^6
Your remorse is manifested in the form of bodily harm.
ID: 37527^6
Your remorse is manifested in the form of bodily harm and inhibited casting and melee speed.
ID: 37528^6
Your remorse is manifested in the form of both mental and bodily harm and inhibited casting, melee and movement speed.
ID: 37529^6
Your remorse is manifested in the form of both mental and bodily harm and inhibited casting, melee and movement speed. Additionally your ability to unleash flurries of attacks and focus the damage of your spells is inhibited.
ID: 37530^6
Your remorse is manifested in the form of both mental and bodily harm and inhibited casting, melee and movement speed. Additionally your ability to unleash flurries of attacks, mitigate the damage of incoming attacks, and focus the power of your healing and damage spells is inhibited.
ID: 37531^6
You are thrown backwards and damaged by the barrel's explosion.
ID: 37532^6
You are thrown backwards and damaged by the barrel's explosion.
ID: 37533^6
You are thrown backwards and damaged by the barrel's explosion.
ID: 37534^6
You are thrown backwards and damaged by the barrel's explosion.
ID: 37535^6
You are thrown backwards and damaged by the barrel's explosion.
ID: 37536^6
The spectre has exploited this entity's cowardice and has left them much weaker. Their maximum hit-points, endurence and mana are capped at 60 percent of max.
ID: 37537^6
Increases the damage from your skill attacks and increases your AC slightly for up to %z.
ID: 37539^6
You have taken #1 damage from deadly wasp venom.
ID: 37540^6
Increases your maximum health by #11.
ID: 37541^6
Pushes you away from caster.
ID: 37542^6
Disrupts spell casts.
ID: 37543^6
Increases attack speed.
ID: 37547^6
Damages HP, reduces melee speed, and increases casting times of detrimental spells.
ID: 37548^6
Damages HP.
ID: 37551^6
Immobilizes target.
ID: 37552^6
Immobilizes target.
ID: 37553^6
Imbues caster with chance to strike through defensive. Reflects damage.
ID: 37554^6
Imbues caster with chance to strike through evasive spells. Reflects damage.
ID: 37558^6
Damages HP and reduces movement speed.
ID: 37561^1
Marnek's Bane
ID: 37561^2
Marnek's
ID: 37561^3
Bane
ID: 37561^4
This ability deals great damage to Marnek while in skeletal form.
ID: 37562^6
Increases the duration of Talisman of the Snow Leopard by #1 tick.
ID: 37563^6
Increases the duration of Talisman of the Snow Leopard by #1 ticks.
ID: 37564^1
Wraith Lure
ID: 37564^2
Wraith
ID: 37564^3
Lure
ID: 37564^4
Draws your target near while increasing their hate toward you.
ID: 37564^6
Draws your target near while increasing their hate toward you.
ID: 37566^6
Your movements are slowed.
ID: 37567^6
You are blinded by fear and lose health over time.
ID: 37569^6
Shamptan reveals himself to you.
ID: 37570^6
An exceedingly hot fire burns whatever touches Actinitc Fire.
ID: 37574^6
A hot fire burns whatever touches this elemental.
ID: 37597^6
A curse causes you to lose health over time.
ID: 37598^6
Corruption causes you to be drawn toward your enemy.
ID: 37599^6
Bright light stuns you briefly.
ID: 37600^6
While cursed with a skeleton form, your casting time for detrimental spells is increased and your melee speed is reduced.
ID: 37601^6
You fall to the floor, enthralled.
ID: 37602^6
Disease slows your casting and melee speed, while causing you to lose health over time.
ID: 37604^6
While rooted, you remain unable to cast spells or use combat abilities.
ID: 37605^6
Increase melee speed while bestowing a magical barrier that absorbs up to 80,000 damage.
ID: 37607^6
You are controlled by an unseen force.
ID: 37609^6
You lose health over time.
ID: 37610^6
Absorbs up to 75,000 spell damage.
ID: 37611^6
You lose health over time as long as you remain within the Rain of Bones. You must move away from where the spell landed to remove it.
ID: 37613^6
A curse causes you to lose health over time while your spell cost increases and your movement rate and melee speed both slow.
ID: 37614^6
You lose control of yourself.
ID: 37622^6
Cloaks the bearer in invisibility.
ID: 37624^6
Increases the casting time of detrimental spells while reducing melee speed.
ID: 37625^6
Flames cause you to lose health over time. Submerging yourself in flowing water is the only way to extinguish the flames.
ID: 37626^6
Cursed roots keep you in place while your health diminishes over time.
ID: 37627^6
Prevents spell casting and the use of combat abilities, while also reducing melee speed.
ID: 37629^6
Causes blindness and uncontrollable fear.
ID: 37630^6
Deals damage and spin stuns a target.
ID: 37631^6
Deals heavy damage and damage over time.
ID: 37632^6
Roots the target and deals damage over time.
ID: 37633^6
Deals area damage to health, mana, and endurance.
ID: 37634^6
Deals damage and stuns a target.
ID: 37635^6
Lowers dodge, speed, and armor class.
ID: 37636^6
Deals area damage and knocks all targets back.
ID: 37637^6
Deals damage and knocks a single target up in the air.
ID: 37638^6
Increases damage and speed.
ID: 37639^6
Heals the target.
ID: 37640^6
Deals damage and knocks back a target.
ID: 37641^6
Increases attack and armor class.
ID: 37642^6
Deals damage.
ID: 37643^6
Deals area damage.
ID: 37644^6
Increases armor class and all resistances.
ID: 37645^6
Restores health.
ID: 37646^6
Deals area damage and knocks back.
ID: 37647^6
Deals damage over time, roots, and slows.
ID: 37648^6
Deals damage and endurance damage over time.
ID: 37649^6
Stuns the target and deals damage over time.
ID: 37650^6
Increases armor class, poison and disease resistances.
ID: 37651^6
Deals damage to health, mana, and endurance. It also stuns the target.
ID: 37652^6
Deals heavy damage and knocks back the target.
ID: 37654^6
Throw your heavy dagger at another player to knock them down!
ID: 37655^6
Calls forth an albino rat or changes your pet to look like one.
ID: 37657^6
Calls forth a turepta or changes your pet to look like one.
ID: 37659^6
Cloaks you in a shimmering illusion that makes you appear to be a Mastruq.
ID: 37660^6
Summons a fast Steed of War mount.
ID: 37661^6
Summons a very fast Steed of War mount. Additionally offers a mount blessing which increases your maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 37662^6
Summons a fast Umbral Selyrah mount.
ID: 37663^6
Summons a very fast Umbral Selyrah mount. Additionally offers a mount blessing which increases your maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 37664^6
Summons a fast Highland Cragslither mount.
ID: 37665^6
Summons a very fast Highland Cragslither mount. Additionally offers a mount blessing which increases your maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 37666^6
Summons a fast Ornate Flying Carpet mount.
ID: 37667^6
Summons a very fast Ornate Flying Carpet mount. Additionally offers a mount blessing which increases your maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 37668^6
Evokes the spirits of your fallen foes and allows you to strike your target if you have mastered the art of slaying creatures of their race.
ID: 37669^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37670^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37671^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37672^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37673^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37674^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37675^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37676^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37677^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37678^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37679^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37680^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37681^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37682^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37683^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37684^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37685^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37686^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37687^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37688^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37689^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37690^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37691^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37692^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37693^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37694^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37695^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37696^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37697^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37698^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37699^6
Your mastery of slaying creatures of this type allows you to strike your foe for #1 damage.
ID: 37700^6
Your spirit is within the realm of the dead, allowing you to see otherwise hidden creatures. Contact with beings in the living realm may cause harm, while staying in shade form too long will cause death.
ID: 37707^6
This opponent has taken a guardian's stance which allows them to absorb #1 percent of incoming melee damage up to @1 total damage and #2 percent of incoming spell damage up to @2 total damage.
ID: 37708^6
You are blinded by disgusting muck for %z.
ID: 37709^6
A flurry of blades strikes you initially causing between 69231 and 86154 damage and 26924 damage per tick for %z.
ID: 37710^6
A whirl of knives deals between 90770 and 96924 damage.
ID: 37711^6
A thrown dagger has struck you in the throat dealing between #1 and @1 damage and has left you unable to cast spells or use melee skills for %z.
ID: 37712^6
A cloud of diseased smoke has dealt between 15385 and 21539 damage and lowered your accuracy by about #10 percent for %z.
ID: 37713^6
Your opponent has taken an offensive stance which has increased their base melee damage by about 15 percent and overall melee damage by about #3 percent.
ID: 37714^6
You have been stabbed by a disease blade causing between 29231 and 33846 damage. Its lingering poison deals between 20000 and 23077 damage per tick for %z.
ID: 37715^6
A myriad of unseen attacks has hit you for between 44462 and 50770 damage.
ID: 37716^6
Your opponent has taken an offensive stance which has increased their base melee damage by about 20 percent and overall melee damage by about #3 percent.
ID: 37717^6
Dark magic has begun rotting your flesh away initially causing between 30770 and 34615 damage and between 15385 and 18462 damage per tick for %z. The damage to your flesh has also slowed you by #4 percent. This spell can be removed by curing #3 disease counters.
ID: 37718^6
Sinister magic has infected your body and dealt between 50769 and 55385 damage. The magic has also slowed your attacks by #4 percent, reduced all of your basic stats by #9, lowered your Armor Class and is causing you to generate #11 percent less hate for %z.
ID: 37719^6
An overpowering stench is causing you to take #1 damage per tick. The stench is so awful that you are now attacking #4 percent slower, all of your basic stats have been reduced by #9, your casting level has been reduced by #10 and all focus effects that preserve mana are failing to function. The effects of this spell last for %z but can be removed by curing #2 disease counters.
ID: 37720^6
A heavy axe blow has dealt between #1 and @1 damage and has greatly reduced your Armor Class. Your armor is so damaged that your remaining AC is now less effective for %z.
ID: 37721^6
A sweeping axe strike throws you back and deals between 33847 and 46154 damage.
ID: 37722^6
Heavy chains have bound your body leaving you unable to move, cast spells or use melee skills for %z.
ID: 37723^6
Zurel has struck her second most hated target dealing between 46154 and 55385 damage and stunning them. They are so disoriented that they are also unable to move for %z.
ID: 37724^6
Zurel has thrown you causing between 40000 and 55385 damage and stunning you. You are so disoriented that you are unable to move for %z.
ID: 37725^6
Zurel has thrown a chain around your leg so that you are unable to run away from her for %z.
ID: 37726^6
An arcing blade strike has hit you for between 33847 and 36924 damage.
ID: 37727^6
This opponent has taken a defensive stance which causes their attacks to deal less damage but has also made them nearly immune to spells and has significantly increased their Armor Class.
ID: 37728^6
Grelleth angrily lashes out at her most hated opponent dealing more damage the further away they are from her.
ID: 37729^6
Grelleth slashes the area around her in a fit of rage dealing more damage to opponents that are closer to her than those that are further away.
ID: 37730^6
Unspeakable visions cloud your thoughts and stun you, leaving you unable to cast spells, use melee skills or even move for %z.
ID: 37731^6
Grelleth has crushed her most hated opponent's body and thrown their entrails around the room dealing #2 damage to you. You are so disgusted by being coated in the remains of your fallen ally that you find yourself casting spells about #1 slower, swinging your weapons about #4 percent slower and all of your basic stats have been lowered by #9 for %z.
ID: 37732^6
This opponent has taken a guardian's stance which allows them to absorb #1 percent of incoming melee damage up to @1 total damage and #2 percent of incoming spell damage up to @2 total damage.
ID: 37733^6
You are blinded by disgusting muck for %z.
ID: 37734^6
A flurry of blades strikes you initially causing between 52308 and 55385 damage and 13847 damage per tick for %z.
ID: 37735^6
A whirl of knives deals between 60000 and 61539 damage.
ID: 37736^6
A thrown dagger has struck you in the throat dealing between #1 and @1 damage and has left you unable to cast spells or use melee skills for %z.
ID: 37781^6
Changes the user into a siren sorceress and casts another spell that offers some AC.
ID: 37782^6
Changes the user into a centaur warrior and casts another spell that offers some AC.
ID: 37783^6
Grants the wearer an increase to AC.
ID: 37784^6
Grants the wearer an increase to AC.
ID: 37785^6
Calls forth a steamwork fixer or changes your pet to look like one.
ID: 37786^6
Calls forth a steamwork fixer or changes your pet to look like one.
ID: 37787^6
Turns you into a Flood Telmira and casts an additional buff on you that grants 1 to 10 Damage shield and levitation.
ID: 37788^6
Changes the user into a swinetor necromancer and casts another spell that offers some AC.
ID: 37789^6
Grants the wearer levitation and #2 to @2 cold damage shield, depending on the caster's level.
ID: 37790^6
Grants the wearer an increase to AC.
ID: 37791^6
Calls forth a white werewolf or changes your pet to look like one.
ID: 37792^6
Calls forth a white werewolf or changes your pet to look like one.
ID: 37793^6
Changes the user into an armored shiliskin and casts another spell that offers some AC.
ID: 37794^6
Changes the user into a shadow nekhon and casts another spell that offers some AC.
ID: 37795^6
Grants the wearer an increase to AC.
ID: 37796^6
Grants the wearer an increase to AC.
ID: 37797^6
Calls forth a rotted treant or changes your pet to look like one.
ID: 37798^6
Calls forth a rotted treant or changes your pet to look like one.
ID: 37801^6
A shimmering portal envelops you, teleporting you to a location in City of Bronze.
ID: 37802^6
Summons a fast animated hand mount.
ID: 37803^6
Summons a fast Thulian animated hand mount.
ID: 37804^6
Calls forth a fear corrupted phase spider or changes your pet to look like one.
ID: 37805^6
Calls forth a fear corrupted phase spider or changes your pet to look like one.
ID: 37806^6
Calls forth a holgresh or changes your pet to look like one.
ID: 37807^6
Calls forth a holgresh or changes your pet to look like one.
ID: 37808^6
Summons a very fast animated hand mount.
ID: 37809^6
Summons a very fast Thulian animated hand mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 37814^6
A curse causes you to lose health over time, while also slowing your casting speed and melee speed.
ID: 37821^6
Extends the range at which you can cast spells.
ID: 37822^6
A cloud of diseased smoke has dealt between 15385 and 21539 damage and lowered your accuracy by about #10 percent for %z.
ID: 37823^6
Your opponent has taken an offensive stance which has increased their base melee damage by about 15 percent and overall melee damage by about #3 percent.
ID: 37824^6
You have been stabbed by a disease blade causing between 15385 and 21539 damage. Its lingering poison deals between 12308 and 13846 damage per tick for %z.
ID: 37825^6
A myriad of unseen attacks has hit you for between 22154 and 27692 damage.
ID: 37826^6
Your opponent has taken an offensive stance which has increased their base melee damage by about 20 percent and overall melee damage by about #3 percent.
ID: 37827^6
Dark magic has begun rotting your flesh away initially causing between 23077 and 27692 damage and between 2000 and 3077 damage per tick for %z. The damage to your flesh has also slowed you by #4 percent. This spell can be removed by curing #3 disease counters.
ID: 37828^6
Sinister magic has infected your body and dealt between 30769 and 32308 damage. The magic has also slowed your attacks by #4 percent, reduced all of your basic stats by #9, lowered your Armor Class and is causing you to generate #11 percent less hate for %z.
ID: 37829^6
An overpowering stench is causing you to take #1 damage per tick. The stench is so awful that you are now attacking #4 percent slower, all of your basic stats have been reduced by #9, your casting level has been reduced by #10 and all focus effects that preserve mana are failing to function. The effects of this spell last for %z but can be removed by curing #2 disease counters.
ID: 37830^6
A heavy axe blow has dealt between #1 and @1 damage and has greatly reduced your Armor Class. Your armor is so damaged that your remaining AC is now less effective for %z.
ID: 37831^6
A sweeping axe strike throws you back and deals between 32308 and 39231 damage.
ID: 37832^6
Heavy chains have bound your body leaving you unable to move, cast spells or use melee skills for %z.
ID: 37833^6
Zurel has struck her second most hated target dealing between 40000 and 46154 damage and stunning them. They are so disoriented that they are also unable to move for %z.
ID: 37834^6
Zurel has thrown you causing between 30000 and 34616 damage and stunning you. You are so disoriented that you are unable to move for %z.
ID: 37835^6
Zurel has thrown a chain around your leg so that you are unable to run away from her for %z.
ID: 37836^6
An arcing blade strike has hit you for between 27693 and 28462 damage.
ID: 37837^6
This opponent has taken a defensive stance which causes their attacks to deal less damage but has also made them very resistant to spells and has significantly increased their Armor Class.
ID: 37838^6
Grelleth angrily lashes out at her most hated opponent dealing more damage the further away they are from her.
ID: 37839^6
Grelleth slashes the area around her in a fit of rage dealing more damage to opponents that are closer to her than those that are further away.
ID: 37840^6
Unspeakable visions cloud your thoughts and stun you, leaving you unable to cast spells, use melee skills or even move for %z.
ID: 37841^6
Grelleth screams in rage, dealing #1 damage. You are so scared by her scream that your basic stats have been lowered by #9 for %z.
ID: 37848^6
Throws a snowball at your target, lowering their assist range for a short time.
ID: 37849^6
Taking a bite of the fruit spreads fear through your body, causing #1 damage per tick and altering your vision.
ID: 37850^6
Calls forth a halfling puppet. Increases the owner's maximum hitpoints and mana by up to 350.
ID: 37851^6
Roots the target and slows their movement rate when it breaks.
ID: 37854^6
Decreases the reuse time of Brutal Discipline by 21 percent.
ID: 37855^6
Decreases the reuse time of Brutal Discipline by 28 percent.
ID: 37860^6
Turns the bearer of this effect into a zombie.
ID: 37861^6
Summons a single dose of Consigned Bite of the Shissar XVIII.
ID: 37862^6
Places the Frostfell pull along toy on the ground, which follows behind you.
ID: 37863^6
Aborbs 99 percent of all damage taken.
ID: 37864^6
Places a vice trap at your feet which will trigger when an enemy gets close, causing bleeding damage over time.
ID: 37865^6
Causes bleed damage over time.
ID: 37866^6
Calls forth a poisoned rat or changes your pet to look like one.
ID: 37868^6
Makes you grow and appear more imposing.
ID: 37869^6
Turns you into a silver Gnomework.
ID: 37871^6
Slowing bleeding out for a large amount of damage over time.
ID: 37872^6
This bunny is on fire!
ID: 37875^6
Your melee and ranged attacks will proc magic damage during this window of opportunity.
ID: 37877^6
Your health is greatly increased.
ID: 37878^6
Your health regenerates a large amount both in and out of combat.
ID: 37879^6
Absorbs 99 percent of all damage taken.
ID: 37880^6
So sneaky, so fast.
ID: 37881^6
This creature is not fooled by sneakiness or shenaniganery.
ID: 37883^6
The skeleton pursues its target mercilessly.
ID: 37884^6
Taking additional damage from every melee and ranged attack.
ID: 37885^6
Taking additional damage from every magical attack.
ID: 37886^6
Immobilized.
ID: 37889^6
Disguises you as an ogre.
ID: 37891^6
Your giant size reduces all damage taken by 80 percent, increases movement speed, increases hate generation, and grants your melee and ranged attacks a chance to weaken opponents or inspire allies.
ID: 37892^6
Hyperactive nerves boost your casting and attack speed.
ID: 37893^6
Your tiny physique reduces all hate generated by 50 percent and boosts your healing capabilities.
ID: 37894^6
Your finally free of that dirt stuff!
ID: 37895^6
Neringa will pay for those experiments...
ID: 37896^6
Well this isn't at all what you hoped for, was it?
ID: 37897^6
This fire burns loud and short.
ID: 37899^6
Melee and ranged attacks will proc magic damage during this window of opportunity.
ID: 37908^6
Someone get this boulder off of me!
ID: 37912^6
Your mana and endurance are being burned, causing you damage in the process.
ID: 37913^6
Movement speed greatly increased. Hatred of gnomes increased even more.
ID: 37914^6
Immobilized.
ID: 37915^6
Unleash the living flame to attack your target.
ID: 37916^6
Transforms you into an evil eye providing a chance to double attack and proc a nuke when casting direct damage spells. Beware: Other evil eyes may see through this disguise.
ID: 37917^6
Throw the bundle of holy relics to your target.
ID: 37918^6
Your vision is blurred and health lost over time.
ID: 37919^6
Your mind and body are still.
ID: 37920^6
Poison taints your vision and causes you to lose health over time.
ID: 37921^6
Splash the volatile chemicals trapped in this tumor on your target.
ID: 37923^6
Increases attack speed, AC, and heals over time.
ID: 37925^6
Poison shrinks you to half your size, while also tainting your vision.
ID: 37926^6
You take on the form of a nearby object.
ID: 37927^6
Anger causes you to see red and also grow in height.
ID: 37928^6
Your run speed is increased slightly while the lights nearby become very bright.
ID: 37929^6
Tap into Cazic-Thule's essence.
ID: 37949^6
Surrounds your target in a shield of flame, damaging any creature that attacks them.
ID: 37950^6
Evokes a number of thin flames to rise around you, causing between #1 and @1 damage to all nearby creatures.
ID: 37951^6
Calls down an intense sunbeam that stuns any creature near your target.
ID: 37952^6
Creates a bolt of fire that burns your target, causing between #1 and @1 damage.
ID: 37953^6
Conjures a column of fire that burns several creatures in the vicinity of your target, causing between #1 and @1 damage.
ID: 37954^6
Creates a circle of fire around you, causing between #1 and @1 damage to all nearby creatures.
ID: 37955^6
You offer a prayer to any that would listen.
ID: 37956^6
You rear back and let loose a bone-chilling roar that causes your enemies to flee in terror.
ID: 37957^6
You spout lava that damages all enemies in front of you.
ID: 37958^6
Heals yourself for up to #1 hit points.
ID: 37959^6
The Ring of Scale watches over you.
ID: 37960^6
Fennin Ro watches over you.
ID: 37961^6
A nameless force watches over you.
ID: 37962^6
You are completely healed.
ID: 37963^6
Your vision has shifted to a new target.
ID: 37964^6
You heal yourself.
ID: 37965^6
You awake on this deserted beach feeling ill. You're not sure why you passed out on the boat ride here.
ID: 37966^6
Your condition appears to be getting worse. Your feelings of malaise have worsened into chills and difficulty breathing.
ID: 37967^6
You are feeling considerably weaker. If your condition does not improve soon you may not make it to the Oasis of the Triumvirate.
ID: 37968^6
The spirit of Zordakalicus is reaching out to you through your epic artifact and is dragging you down.
ID: 37969^6
You feel Zordakalicus calling out to you. His words are unclear but your body is ravaged by your rejection of his spirit.
ID: 37970^6
You must confront the remnants of Zordakalicus' spirit if you hope to make it out of Timorous Deep alive.
ID: 37971^6
The Fathom Lord looks upon you favorably.
ID: 37972^6
You feel blessed by The Veiled One.
ID: 37973^6
The Mistress of Ice allows you to once again enter the waters of the deep.
ID: 37974^6
Cloaks you in a shimmering illusion that makes you appear to be a Drakkin.
ID: 37975^6
Cloaks you in a shimmering illusion that makes you appear to be a Drakkin.
ID: 37976^6
Cloaks you in a shimmering illusion that makes you appear to be a Drakkin.
ID: 37977^6
Cloaks you in a shimmering illusion that makes you appear to be a Drakkin of random heritage.
ID: 37978^6
Calls upon the will of the council to unleash a breath attack upon your foes, damaging them and reducing their resistance to all magic types.
ID: 37980^6
You take on the form of a fire elemental.
ID: 37981^6
You take on the form of a water elemental.
ID: 37982^6
You take on the form of an earth elemental.
ID: 37983^6
You take on the form of an air elemental.
ID: 37986^6
You may occasionally strike your enemies with an unexpected blow while riposting, inflicting additional damage.
ID: 37987^6
Invoke a dark ritual allowing you to consume your life force to cast spells instead of mana, but at a much higher cost.
ID: 37988^6
Gives a heart of Erollisi Marr or a heart of Innoruuk to your target.
ID: 37990^6
Fires a test crossbow.
ID: 37993^6
Places the coruscating prism at your feet.
ID: 37995^6
Tosses a reagent into the arcane pool created by Tiensien the Mad.
ID: 37996^6
Endows your target with the intellect of Vex Derex Lux.
ID: 38006^6
Curtails your target's abilities, decreasing their agility, dexterity, strength, armor class, and ability to dual wield while slowing their attack speed for %z.
ID: 38010^6
Protects you with a special ward that transfers hate to the original caster should your health fall below 50 percent.
ID: 38016^6
Allows any direct damage spell level 85 or greater to cause your next Spear line of spells to twincast for up to %z. Note: Your spear will not trigger this proc.
ID: 38031^6
Triggers a spell to reduce your hate if your health drops below 50 percent during the next %z.
ID: 38032^6
Greatly reduces your hate from your enemies.
ID: 38074^6
Reduces attack power by 100 for up to %z.
ID: 38079^6
Reduces reuse timer on Feral Swipe to 3 seconds for up to %z.
ID: 38083^6
Increases incoming damage from Tiger Claw by up to #1 percent for up to %z.
ID: 38086^6
Increases weapon damage for up to %z.
ID: 38108^6
Increases skill damage by #5 percent for up to %z.
ID: 38109^6
Reduces your health by #1 in exchange for #2 endurace.
ID: 38115^6
Triggers Death's Grip should your health drop below 80 percent.
ID: 38116^6
Increases the damage of duration damage spells by between #1 and $1 percent. This bonus will decay on spells over level #2.
ID: 38136^6
Increases crit chance by up to #6 percent and crit damage by up to $6 percent for your next 16 spells by increasing mana cost by #1 percent, while protecting you from up to $8 incoming spell and melee damage.
ID: 38144^6
Increases skill damage by #3 percent, negates all incoming healing, and drains #4 hitpoints per tick.
ID: 38151^6
Gives a chance to proc Sneering Gaze whenever you use your taunt skill in combat for up to %z.
ID: 38183^6
Reduces the cast time of your spear line of spells by 16 seconds for up to %z.
ID: 38185^6
A protective ward upon you will instill intense hatred in another should you fall below 50 percent health for up to %z.
ID: 38188^6
Gives a #1 percent chance for your lifetap spells to proc Soul Flay for up to %z.
ID: 38195^6
A protective ward upon you will instill intense hatred in another should you fall below 50 percent health for up to %z.
ID: 38197^6
Gives a chance to proc an additional damage effect when casting Damage Over Time spells with a duration of longer than 4 ticks, for up to %z.
ID: 38200^6
Causes your skin to reflect up to #1 damage when hit for up to %z.
ID: 38204^6
Uncontrolled flames now burn your skin for #1 damage for up to %z.
ID: 38207^6
You stand within the aura of flame.
ID: 38208^6
You stand within the aura of air.
ID: 38209^6
You stand within the aura of earth.
ID: 38210^6
You stand within the aura of water.
ID: 38211^6
Reflects intense fire damage when struck via melee attacks.
ID: 38213^6
A strong wind draws you towards the caster inflicting minor damage for up to %z.
ID: 38216^6
A massive wall of water pushes you backwards.
ID: 38222^6
Inflicts #1 damage per tick for up to %z.
ID: 38225^6
Inflicts #1 damage per tick, while drawing the player towards the caster.
ID: 38275^6
Reduces movement rate by 50 percent for up to %z.
ID: 38301^6
This ward will trigger an elemental shield when its bearer drops below 25 percent health.
ID: 38304^6
Elements protect the bearer of this effect from melee and spell damage for up to %z or until @1 damage has been absorbed.
ID: 38308^6
Decreases your target's resistance to cold, fire, magic, and poison for %z.
ID: 38311^6
This reserve will replenish #1 mana when your mana drops below 10 percent.
ID: 38313^6
This ward will trigger a small heal and protection spell when the target drops below 20 percent health.
ID: 38316^6
Absorbs #1 hits for up to @1 damage per hit, while increasing health over time.
ID: 38329^6
While in this form, most of your detrimental fire spells will have a chance to proc Elemental Flames on you and your group.
ID: 38332^6
Increases the damage of your next spell by between #1 and $1 percent.
ID: 38333^6
While in this form, you will benefit from increased mana regeneration.
ID: 38336^6
While in this form, most of your detrimental spells will have a chance to proc Elemental Earth on you and your group.
ID: 38339^6
Absorbs #1 hits for up to @1 damage per hit.
ID: 38340^6
While in this form, most of your detrimental spells will have a chance to stun your target for a short period of time. Stuns will only affect mobs up to level 100.
ID: 38348^6
Increases your susceptibiliy to darkness.
ID: 38349^6
Increases your susceptibiliy to darkness.
ID: 38350^6
Increases attack speed and power.
ID: 38351^6
Adds a defensive healing proc.
ID: 38353^6
Mitigates melee and spell damage.
ID: 38354^6
Shields against melee attacks and spells. Reflects melee and spell damage.
ID: 38355^6
Damages HP and mesmerizes target.
ID: 38356^6
Slows movement, offensive casting speed, and attack speed. Damages HP.
ID: 38357^6
Increases susceptibility to light.
ID: 38358^6
Increases susceptibility to darkness.
ID: 38361^6
Damages HP and spreads to those around you.
ID: 38365^6
Damages HP, slows movement, and affects vision. If you are hit by a spell for 10,000 damage or more, you will doom a harmful area spell around yourself.
ID: 38368^6
Absorbs melee and spell damage.
ID: 38369^6
Heals Luclin when struck with sufficient force.
ID: 38370^6
Instant. Luclin has spell-landed script to cast healing spell if this lands.
ID: 38376^6
Changes the user into a fallen knight and casts another spell that offers some AC.
ID: 38377^6
Changes the user into a dark elf pirate and casts another spell that offers some AC.
ID: 38378^6
Changes the user into a dark elf pirate and casts another spell that offers some AC.
ID: 38379^6
Grants the wearer an increase to AC.
ID: 38380^6
Grants the wearer an increase to AC.
ID: 38381^6
Calls forth a zombie rabbit or changes your pet to look like one.
ID: 38382^6
Calls forth a zombie rabbit or changes your pet to look like one.
ID: 38383^6
Changes the user into a human pirate and casts another spell that offers some AC.
ID: 38384^6
Changes the user into a human pirate and casts another spell that offers some AC.
ID: 38385^6
Changes the user into an erudite pirate and casts another spell that offers some AC.
ID: 38386^6
Changes the user into an erudite pirate and casts another spell that offers some AC.
ID: 38387^6
Calls forth a nightmare scorpion or changes your pet to look like one.
ID: 38388^6
Calls forth a nightmare scorpion or changes your pet to look like one.
ID: 38389^6
Changes the user into a fallen soldier and casts another spell that offers some AC.
ID: 38390^6
Changes the user into a junkyard gnomework and casts another spell that offers some AC.
ID: 38391^6
Grants the wearer an increase to AC.
ID: 38393^6
Calls forth a chetari servant or changes your pet to look like one.
ID: 38394^6
Changes the user into a twisted gnomework and casts another spell that offers some AC.
ID: 38395^6
Changes the user into a dark minotaur and casts another spell that offers some AC.
ID: 38396^6
Grants the wearer an increase to AC.
ID: 38397^6
Calls forth a chocolate rabbit or changes your pet to look like one.
ID: 38401^6
The Shadow of Luclin prepares to strike you.
ID: 38402^6
The Shadow of Luclin focuses its attacks.
ID: 38407^4
The ability, when activated, has a chance to make all enemies within a small radius less resistant to magical attacks for a short time.
ID: 38407^6
Makes the target less resistant to magical attacks.
ID: 38408^6
Protective runes surrounded you, providing a chance to repel attackers and absorbing up to $2 damage.
ID: 38409^6
Protective runes surrounded you, providing a chance to repel attackers and absorbing up to $2 damage.
ID: 38410^6
Protective runes surrounded you, providing a chance to repel attackers and absorbing up to $2 damage.
ID: 38411^6
Forces the target away from the caster.
ID: 38412^6
Roots the target in place for up to %z seconds.
ID: 38413^6
Forces your enemy to focus its attention on the caster.
ID: 38417^6
A gracious gift of mana has been bestowed upon you, allowing your next level 100 or lower spell to be cast for 1 point of mana.
ID: 38418^6
A haze of magic surrounds you, granting the ability for your next spell to land as critical with increased power.
ID: 38422^6
Increases a target's vulnerability to Wizard Ethereal direct damage spells.
ID: 38425^6
Protective runes surround you, ready to react when you take spell damage that exceeds $2 or melee damage that exceeds $1.
ID: 38426^6
Protective runes surround you, ready to react when you take spell damage that exceeds $2 or melee damage that exceeds $1.
ID: 38427^6
Protective runes surround you, ready to react when you take spell damage that exceeds $2 or melee damage that exceeds $1.
ID: 38428^6
Protective runes surround you, absorbing up to #1 damage.
ID: 38429^6
Protective runes surround you, absorbing up to #1 damage.
ID: 38430^6
Protective runes surround you, absorbing up to #1 damage.
ID: 38431^6
Limits the effectiveness of some spells and abilities.
ID: 38432^6
Slows your melee speed.
ID: 38433^6
Hail of Rocks.
ID: 38434^6
Causes blindness.
ID: 38435^6
You are drowning.
ID: 38436^6
Stuns and instills fear.
ID: 38437^6
Causes damage and spin stuns.
ID: 38438^6
Inflicts damage. Reduces melee speed and increases casting time.
ID: 38439^6
Inflicts damage. Reduces melee speed and increases casting time. Reduces movement speed.
ID: 38440^6
Absorbs a percentage of damage up to a total of 60,000 before fading.
ID: 38441^6
Poison causes you to lose health and endurance over time.
ID: 38442^6
Turns the bearer of this effect into a shadow.
ID: 38443^6
Inflicts damage and spin stuns.
ID: 38444^6
Instant Duration.
ID: 38445^6
Ignites mana and endurance, inflicting damage. Reduces mana and endurance every tick.
ID: 38446^6
Instant Duration.
ID: 38447^6
Inflicts damage and causes blindness.
ID: 38448^6
Heals over time and increases evasion.
ID: 38449^6
Increases casting time and has a chance to interrupt spell casting.
ID: 38450^6
Heals @1 hit points every 6 seconds.
ID: 38451^6
Heals @1 hit points every 6 seconds.
ID: 38452^6
Heals @1 hit points every 6 seconds.
ID: 38453^6
Heals @1 hit points every 6 seconds.
ID: 38454^6
Heals @1 hit points every 6 seconds.
ID: 38455^6
Heals @1 hit points every 6 seconds.
ID: 38456^6
Heals @1 hit points every 6 seconds.
ID: 38457^6
Heals @1 hit points every 6 seconds.
ID: 38458^6
Heals @1 hit points every 6 seconds.
ID: 38459^6
Heals @1 hit points every 6 seconds.
ID: 38460^6
Heals @1 hit points every 6 seconds.
ID: 38461^6
Heals @1 hit points every 6 seconds.
ID: 38462^6
Heals @1 hit points every 6 seconds.
ID: 38463^6
Increases mana regeneration by @2.
ID: 38464^6
Increases mana regeneration by @2.
ID: 38465^6
Increases mana regeneration by @2.
ID: 38466^6
Increases max mana by @1, mana regeneration by @2, and wisdom / intelligence by @3.
ID: 38467^6
Increases max mana by @1, mana regeneration by @2, and wisdom / intelligence by @3.
ID: 38468^6
Increases max mana by @1, mana regeneration by @2, and wisdom / intelligence by @3.
ID: 38469^6
Increases max mana by @1, mana regeneration by @2, and wisdom / intelligence by @3.
ID: 38470^6
Increases max mana by @1, mana regeneration by @2, and wisdom / intelligence by @3.
ID: 38471^6
Increases max mana by @1, mana regeneration by @2, and wisdom / intelligence by @3.
ID: 38472^6
Increases max mana by @1, mana regeneration by @2, and wisdom / intelligence by @3.
ID: 38473^6
Increases max mana by @1, mana regeneration by @2, and wisdom / intelligence by @3.
ID: 38474^6
Increases max mana by @1, mana regeneration by @2, and wisdom / intelligence by @3.
ID: 38475^6
Increases armor class.
ID: 38476^6
Increases armor class.
ID: 38477^6
Increases armor class.
ID: 38478^6
Increases armor class.
ID: 38479^6
Increases armor class.
ID: 38480^6
Increases armor class.
ID: 38481^6
Increases armor class.
ID: 38482^6
Increases armor class.
ID: 38483^6
Increases armor class.
ID: 38484^6
Increases armor class.
ID: 38485^6
Increases armor class.
ID: 38486^6
Increases armor class.
ID: 38487^6
Increases armor class.
ID: 38488^6
Increases armor class.
ID: 38489^6
Increases attack speed to @1 percent of base.
ID: 38490^6
Increases attack speed to @1 percent of base.
ID: 38491^6
Increases attack speed to @1 percent of base.
ID: 38492^6
Increases attack speed to @1 percent of base.
ID: 38493^6
Increases attack speed to @1 percent of base.
ID: 38494^6
Increases attack speed to @1 percent of base.
ID: 38496^6
Increases the damage of your harmful spells.
ID: 38497^6
Increases the minimum damage of your blunt, slashing, and piercing skills.
ID: 38498^6
Increases AC, attack power, and melee speed while also reflecting a portion of incoming melee damage.
ID: 38501^6
You are controlled by an unseen force.
ID: 38503^6
Your aggression is focused on the caster of this spell, while others who harm you earn less hate.
ID: 38506^6
Silence and amnesia prevent you from casting spells or using abilities.
ID: 38517^6
Disease reduces your movement rate while draining hitpoints over time.
ID: 38539^6
Deals physical damage to a single target.
ID: 38540^6
Deals fire damage in an area.
ID: 38541^6
A spellbook that casts a random spell.
ID: 38542^6
Grants regeneration and healing for health, mana, and endurance.
ID: 38543^6
Grants a random piece of equipment.
ID: 38544^6
Deals magic damage to a single target.
ID: 38545^6
Deals magic damage to an area.
ID: 38546^6
Inflicts multiple negative conditions to a single enemy.
ID: 38547^6
Restores health to an area.
ID: 38548^6
Grants multiple positive conditions to the user.
ID: 38549^6
Increases All Resistances, Max Mana, Mana Regen, Health Regen, Armor Class.
ID: 38550^6
Increases All Resistances, Max Mana, Mana Regen, Health Regen, Armor Class.
ID: 38551^6
Instant duration.
ID: 38552^6
Reduces your melee speed and movement rate.
ID: 38553^6
Damages HP and reduces AC.
ID: 38554^6
Grants bonuses to melee speed and attack power.
ID: 38555^6
Instant duration.
ID: 38559^6
Helps you find a location within the cooling chamber.
ID: 38564^6
Increases attack power and attack speed.
ID: 38565^6
Reduces melee speed and increases casting time.
ID: 38566^6
Instant duration.
ID: 38567^6
Absorbs damage.
ID: 38568^6
You lose control of your body as you flee in fear.
ID: 38569^6
Gravitates you toward the caster.
ID: 38570^6
Silence.
ID: 38571^6
Grants bonuses to melee speed and attack power.
ID: 38572^6
Pushes you away from Luclin.
ID: 38574^6
Fire causes you to lose health over time.
ID: 38575^6
Bleeding causes you to lose health over time.
ID: 38576^6
Instant duration.
ID: 38577^6
Instant duration.
ID: 38578^6
Your aggression is focused on the caster of this spell, while others who harm you earn less hate.
ID: 38579^6
Instant duration.
ID: 38580^6
Instant duration.
ID: 38581^6
Heals every tick and increases evasion.
ID: 38582^6
You lose control of your body as you flee in fear.
ID: 38583^6
Poison causes you to lose health and endurance over time.
ID: 38584^6
Instant duration.
ID: 38585^6
Reflects melee and spell damage.
ID: 38586^6
Instant duration.
ID: 38587^6
Drains health from you to the caster.
ID: 38588^6
Cleaves your target's mind with a blade of pure light, dealing up to @1 damage.
ID: 38589^6
Lowers your armor class for a short time.
ID: 38590^6
Absorbs a percentage of damage up to a total of 50,000 before fading.
ID: 38591^6
Instant duration.
ID: 38592^6
Fire causes you to lose health over time.
ID: 38595^6
Endows you with the ability to read the runes of shadow. Some side effects possible.
ID: 38596^6
Places the will of Xolok on your group, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 38597^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 38598^6
Places a multi-colored, shifting pattern of runes around you that absorbs #1 points of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 38599^6
Splits your magic, allowing you to twincast any damage spell.
ID: 38600^6
Calls a short-lived group of skeleton minions to fight for the caster.
ID: 38603^6
Increases your chance to land critical hits with both your direct damage and DoT spells, while also increasing the damage they do.
ID: 38605^6
Fills your group with the elixir of the acquittal, continually healing their wounds for up to %z.
ID: 38606^6
Has a chance to heal your target's target each time you cast a damaging spell.
ID: 38607^6
Has a chance to heal your target's target each time you cast a damaging spell.
ID: 38608^6
Has a chance to heal your target's target each time you cast a damaging spell.
ID: 38609^6
Has a chance to heal your target's target each time you cast a damaging spell.
ID: 38610^6
Has a chance to heal your target's target each time you cast a damaging spell.
ID: 38611^6
Has a chance to heal your target's target each time you cast a damaging spell.
ID: 38612^6
Has a chance to heal your target's target each time you cast a damaging spell.
ID: 38613^6
Has a chance to heal your target's target each time you cast a damaging spell.
ID: 38614^6
Has a chance to heal your target's target each time you cast a damaging spell.
ID: 38615^6
Has a chance to heal your target's target each time you cast a damaging spell.
ID: 38616^6
Has a chance to heal your target's target each time you cast a damaging spell.
ID: 38617^6
Has a chance to heal your target's target each time you cast a damaging spell.
ID: 38618^6
Has a chance to heal your target's target each time you cast a damaging spell.
ID: 38619^6
Has a chance to heal your target's target each time you cast a damaging spell.
ID: 38620^6
Has a chance to heal your target's target each time you cast a damaging spell.
ID: 38621^6
Decreases the reuse time of Earthforce Discipline by 21 percent.
ID: 38622^6
Decreases the reuse time of Earthforce Discipline by 28 percent.
ID: 38623^6
Decreases the reuse time of Executioner Discipline by 21 percent.
ID: 38624^6
Decreases the reuse time of Executioner Discipline by 28 percent.
ID: 38626^6
Slows movement speed and prevents spell casting.
ID: 38628^6
Slows movement speed.
ID: 38631^6
Summons a helping hand familiar. This triggers a separate buff that grants an increase in health and mana.
ID: 38632^6
Summons a fast Domain Raptor mount.
ID: 38633^6
Summons a very fast Domain Raptor mount. Additionally offers a mount blessing which increases your fire resistance by 50, maximum endurance by 300, maximum mana by 300, and maximum health by 300.
ID: 38648^6
Increases your susceptibiliy to darkness.
ID: 38649^6
Increases your susceptibiliy to darkness.
ID: 38650^6
Increases attack speed and power.
ID: 38651^6
Adds a defensive healing proc.
ID: 38653^6
Mitigates melee and spell damage.
ID: 38654^6
Shields against melee attacks and spells. Reflects melee and spell damage.
ID: 38655^6
Damages HP and mesmerizes target.
ID: 38656^6
Slows movement, offensive casting speed, and attack speed. Damages HP.
ID: 38657^6
Increases susceptibility to light.
ID: 38658^6
Increases susceptibility to darkness.
ID: 38661^6
Damages HP and spreads to those around you.
ID: 38665^6
Damages HP, slows movement, and affects vision. If you are hit by a spell for 10,000 damage or more, you will doom a harmful area spell around yourself.
ID: 38668^6
Absorbs melee and spell damage.
ID: 38669^6
Heals Luclin when struck with sufficient force.
ID: 38670^6
Instant. Luclin has spell-landed script to cast healing spell if this lands.
ID: 38678^6
Calls forth a fearful ant or changes your pet to look like one.
ID: 38680^6
Calls forth a crystal spider or changes your pet to look like one.
ID: 38682^6
Cloaks you in a shimmering illusion that makes you appear to be a Corrupted Akhevan.
ID: 38683^6
Summons a fast Frightful Wrulon mount.
ID: 38684^6
Summons a very fast Frightful Wrulon mount. Additionally offers a mount blessing which increases your maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 38685^6
Summons a fast Nightmare mount.
ID: 38686^6
Summons a very fast Nightmare mount. Additionally offers a mount blessing which increases your maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 38687^6
Increases health, melee speed, and armor class while also granting the ability for a portion of incoming attacks to heal.
ID: 38688^6
Decreases health over time.
ID: 38689^6
Slows casting speed, movement rate, and melee speed while limiting the total amount of mana and health you can have.
ID: 38690^6
Slows casting speed, movement rate, and melee speed while limiting the total amount of mana and health you can have.
ID: 38694^6
Grants a small amount of healing over time.
ID: 38695^6
Causes the target to focus its full attention on the caster.
ID: 38697^6
Poison decreases health over time.
ID: 38698^6
Causes the target to gravitate toward the caster.
ID: 38703^6
Reduces the damage that slashing weapons will do to this target by 75 percent.
ID: 38704^6
Reduces the damage that blunt weapons will do to this target by 75 percent.
ID: 38705^6
Reduces the damage that piercing weapons will do to this target by 75 percent.
ID: 38706^6
Reduces the damage that hand to hand weapons will do to this target by 75 percent.
ID: 38707^6
Increases the target's resistance to disease, poison and corruption spells.
ID: 38708^6
Increases the target's resistance to cold spells.
ID: 38709^6
Increases the target's resistance to fire spells.
ID: 38710^6
Increases the target's resistance to magic spells.
ID: 38711^6
You are pulled back into battle!
ID: 38712^6
Reflects all spells back at their caster at 150 percent of that spell's original damage. Also shields bearer against any magic damage.
ID: 38713^6
Places a deadly spiked barrier around the bearer which deals damage to melee attackers. Also shields the bearer from melee damage.
ID: 38714^6
A stunning blow throws you backwards and deals damage.
ID: 38715^6
Reduces resistance to all magic types.
ID: 38716^6
You have been injected with deadly yellow wasp venom. You have taken #1 damage.
ID: 38717^6
You have been injected with deadly yellow wasp venom. You have taken #1 damage.
ID: 38718^6
The deadly yellow wasp venom causes red wasp stings to deal an extra #1 points of damage. If you are stung by red wasp venom twice you will die.
ID: 38719^6
You have been injected with deadly red wasp venom. You have taken #1 damage.
ID: 38720^6
The deadly red wasp venom causes yellow wasp stings to deal an extra #1 points of damage. If you are stung by yellow wasp venom twice you will die.
ID: 38721^6
You have been injected with deadly red wasp venom. You have taken #1 damage.
ID: 38722^6
The entomologist has sacrificed itself in an explosion dealing #1 damage to everyone around it.
ID: 38723^6
Begins turning the bearer to stone. If not cured, leads to permanent petrification and death!
ID: 38724^6
Slows movement and attack speed.
ID: 38725^6
Absorbs the next 30 hits. Heals #1 health every 6 seconds.
ID: 38726^6
A royal curse reduces strength and health, while also making you more vulnerable to skill based attacks.
ID: 38727^6
Reflects a portion of damage back onto your attackers.
ID: 38728^6
Increases skill damage.
ID: 38731^6
Spreading flames cause damage over time.
ID: 38732^6
Heat reduces your movement and attack speed, while also draining mana and endurance over time.
ID: 38734^6
Thick smoke blinds you and causes damage over time.
ID: 38735^6
You are enthralled by dazzling lights.
ID: 38736^6
Absorbs the next 20 hits, up to 10,000 damage per hit.
ID: 38740^6
Reflects a portion of damage back onto your attackers.
ID: 38742^6
Pulls you toward the caster.
ID: 38745^6
Provides the chance to proc a spell on your attacker whenever you are hit.
ID: 38748^6
Inflicts #1 damage every 6 seconds.
ID: 38749^6
Silence.
ID: 38750^6
Reflects #1 damage versus melee. Reflects #2 damage versus spells.
ID: 38751^6
Run away!
ID: 38752^6
Instant duration.
ID: 38753^6
Inflicts #3 health, mana, and endurance damage every 6 seconds. Spreads if cured.
ID: 38754^6
Heals the bearer if a single strike inflicts more than 50,000 damage.
ID: 38755^6
Instant duration.
ID: 38756^6
Blind.
ID: 38757^6
Instant duration.
ID: 38758^6
Instant duration.
ID: 38759^6
Slows attack speed and casting speed. Inflicts #5 damage every 6 seconds.
ID: 38760^6
Instant duration.
ID: 38761^6
Increases attack speed.
ID: 38762^6
Results in Certain Death if the bearer's health is above 50 percent.
ID: 38763^6
Instant duration.
ID: 38764^6
Repels bearer from caster.
ID: 38765^6
Slows attack speed and casting speed.
ID: 38766^6
Instant duration.
ID: 38767^6
Draws bearer toward caster.
ID: 38768^6
Mesmerize.
ID: 38769^6
Instant duration.
ID: 38770^6
Instant duration.
ID: 38771^6
Inflicts #1 damage every 6 seconds. If bearer's health drops below 50 percent, results in Vampirism.
ID: 38772^6
Slows attack speed and movement speed. Spells cast will heal Garton.
ID: 38773^6
Instant duration.
ID: 38774^6
Instant duration.
ID: 38775^6
Instant duration.
ID: 38776^6
ID: 38777^6
Special barbs on your weapon have a chance to inflict an additional 1500 damage when backstabbing.
ID: 38778^6
Your taunts are occasionally augmented, causing 1500 damage to your target. This also triggers a rune effect on yourself.
ID: 38783^6
Soft light illuminates the darkness around you.
ID: 38784^6
Light is the only thing that can grant respite from the darkness.
ID: 38786^6
The cold makes it difficult to move while causing health to be lost over time.
ID: 38790^6
Damages and stuns a target.
ID: 38791^6
Increases armor and resists.
ID: 38792^6
Stuns the target and deals damage over time.
ID: 38793^6
Deals area damage and knocks back.
ID: 38794^6
Deals fire damage and knocks back targets.
ID: 38806^6
Deals high damage to a single target.
ID: 38807^6
Deals damage and knocks back a target.
ID: 38808^6
Deals damage and stuns a target.
ID: 38809^6
Restores health.
ID: 38811^6
Changes the user into a warped chetari and casts another spell that offers some AC.
ID: 38812^6
Grants the wearer an increase to AC.
ID: 38813^6
Calls forth a tower warden or changes your pet to look like one.
ID: 38815^6
Pour a glass of spiced iced tea.
ID: 38816^6
Summons a ruffian.
ID: 38817^6
Summons a ruffian.
ID: 38818^6
The world has shifted. You see shadows everywhere, and your head really, really hurts.
ID: 38819^6
You are filled with fear, and power. It is a terrifying combination.
ID: 38820^6
Increases attack power and melee speed.
ID: 38821^6
Adds lifetap to melee attacks.
ID: 38822^6
Stuns, roots, and damages HP.
ID: 38824^6
Deals damage and knocks a single target up in the air.
ID: 38825^6
Spin stuns, and damages HP.
ID: 38826^6
Damages HP every tick.
ID: 38827^6
Damages HP and affects vision.
ID: 38828^6
Your use of combat abilities is restricted as you lose health over time.
ID: 38830^6
Heals wounds.
ID: 38831^6
Your movement rate, attack speed, and cold resist are all reduced as you lose health over time.
ID: 38832^6
Provides a barrier against spells and melee attacks. Reflects spell and melee damage.
ID: 38833^6
You lose control of your body as you flee in fear.
ID: 38835^6
Brings you to your target and holds you in place.
ID: 38836^6
Poison causes you to lose health and endurance over time.
ID: 38837^6
Reduces the amount of hate you are able to generate, decreases endurance, and increases casting times and reuse times.
ID: 38839^6
You are empowered from defeating phantasms. This new power allows you to strike at powerful apparitions.
ID: 38841^6
Disease slows your casting and melee speed, while causing you to lose health over time.
ID: 38843^6
Barbs on you weapon have a chance to inflit 1500 additional damage when backstabbing.
ID: 38844^6
Limits your ability to see clearly.
ID: 38846^6
Reduces a small amount of health over time.
ID: 38915^6
Provides regeneration.
ID: 38916^6
Heals the user.
ID: 38917^6
Cures poison and disease.
ID: 38918^6
Provides bonus damage to magic spell casts.
ID: 38919^6
Reduces the mana cost of spells level 80 - 100.
ID: 38920^6
Increases all stats.
ID: 38921^6
Deals magical damage.
ID: 38922^6
Slows the target's movement speed and damages target.
ID: 38923^6
Deals damage.
ID: 38924^6
Deals additional magic damage on a spell cast.
ID: 38925^6
Creates a time distortion shield.
ID: 38926^6
Deals magical damage on strike.
ID: 38927^6
Increases dodge and armor class.
ID: 38928^6
Restores health over time, but lowers attributes.
ID: 38929^6
Randomly affects the target with Time Blink, Distortional Rewind, or Ethernere Leech.
ID: 38930^6
Increases movement speed and adds invisbility.
ID: 38931^6
Increases armor class and all resists.
ID: 38932^6
Restores the health, mana, and endurance of the user.
ID: 38933^6
Fills the user with energy, sending them flying into the air.
ID: 38934^6
Absorbs hits and reflects damage back onto the attacker.
ID: 38935^6
Allows you to purchase special mercenaries from Facesmasher Brog in the Plane of Knowledge. Thank you for participating in the Seeds of Destruction Beta!
ID: 38936^6
Increases casting time, causes amnesia, and reduces health over time.
ID: 38937^6
Summons a shield ornamentation with a special Anniversary design.
ID: 38938^6
Smashes a pumpkin into pieces.
ID: 38939^6
Throw mud at your target.
ID: 38940^6
Mesmerizes the target.
ID: 38941^6
Causes silence and amnesia.
ID: 38942^6
A protective rune that casts Chaotic Feedback on those who cast spells on the bearer of this effect.
ID: 38944^6
Reduces health over time.
ID: 38945^6
Increases health over time.
ID: 38946^6
Dispels a spell from enemies when played, but also dispels a spell from your allies.
ID: 38947^6
Silences adds when played, but also increases their melee damage.
ID: 38948^6
Weakens your enemies' defenses when played, but also increases how often they cast spells.
ID: 38949^6
Provides a raid-wide cure to some spells when played, but also stuns your allies.
ID: 38951^6
You are too weak to play the drum.
ID: 38957^6
Reduces your melee speed and movement rate.
ID: 38958^6
Damages HP and reduces AC.
ID: 38959^6
Grants bonuses to melee speed and attack power.
ID: 38960^6
Increases attack power and attack speed.
ID: 38961^6
Reduces melee speed and increases casting time.
ID: 38962^6
Absorbs damage.
ID: 38963^6
You lose control of your body as you flee in fear.
ID: 38964^6
Silences target.
ID: 38965^6
Grants bonuses to melee speed and attack power.
ID: 38966^6
Fire causes you to lose health over time.
ID: 38993^6
Hiding from prying eyes.
ID: 38994^6
You invoke the Blessing of Tunare, Increasing incoming heals by #1.
ID: 38995^6
Coats your weapons in a lifetap poison, causing #1 percent of the melee damage you inflict to heal you.
ID: 38997^6
Disease reduces health over time.
ID: 38998^6
Reduces health, increases casting times, and reduces movement speed.
ID: 38999^6
Reduces health, mana, and endurance. This effect will remain on the target until the caster of the spell is dead.
ID: 39000^6
Amnesia and melee slow.
ID: 39002^6
Uncontrollably shifting into the void, becoming invulnerable.
ID: 39003^6
Covered in acid spores that reflects damage at attackers.
ID: 39004^6
Encased in a weird bubble that absorbs ten attacks and spells.
ID: 39005^6
Covered in a flammable oil, slowing your attacks and spell casting.
ID: 39006^6
Blasted by a fireball!
ID: 39007^6
Stunned by a glob of honey.
ID: 39008^6
Enraged by weird chemicals, increasing potency of melee attacks.
ID: 39009^6
Burning! Caused by getting hit with fire while covered in oil.
ID: 39010^6
Bleeding out.
ID: 39011^6
Cannot be distracted from killing the butterfly. Weaken this NPC to remove the effect.
ID: 39012^6
Casting and attack speed increased.
ID: 39013^6
Healing increased, and hate generation decreased.
ID: 39014^6
Floating in the air.
ID: 39015^6
Disguised as a bixie scientist.
ID: 39016^6
Disguised as a gelatinous cube.
ID: 39017^6
Go home, you're drunk.
ID: 39018^6
On a desperate search for honey.
ID: 39021^6
Movement slowed by honey splattered over your body.
ID: 39022^6
Transports you to the Plane of Knowledge using the power of the Ethernere.
ID: 39023^6
Trapped under a large rock.
ID: 39024^6
Attack and casting speed increased.
ID: 39025^6
Blocking attacks.
ID: 39026^6
Reflecting attacks.
ID: 39027^6
Healing when making melee attacks.
ID: 39028^6
Turns you into a dark elf.
ID: 39031^6
You lose consciousness.
ID: 39033^6
Inflicts heavy damage on hit occassionally.
ID: 39034^6
Inflicts heavy damage.
ID: 39035^6
Deals damage over time on hit occassionally.
ID: 39036^6
Deals damage over time.
ID: 39037^6
Reduces attack speed and snares on hit occassionally.
ID: 39038^6
Reduces attack speed and snares on hit occassionally.
ID: 39039^6
Reduces attributes on hit occassionally.
ID: 39040^6
Reduces attributes.
ID: 39041^6
Disease reduces health over time.
ID: 39044^6
Reduces health, increases casting times, and reduces movement speed.
ID: 39045^6
Reduces health, mana, and endurance.
ID: 39048^6
Taking damage from poison.
ID: 39050^6
Reduces HP, movement speed, and attack speed.
ID: 39051^6
Damages HP.
ID: 39052^6
Grants a damage proc.
ID: 39054^6
Dooms a powerful spell unless it is cured.
ID: 39057^6
Damages HP and increases hate generation.
ID: 39058^6
Limits HP, causes damage to self when using melee or magic attacks.
ID: 39060^6
Reduces HP, movement speed, and attack speed.
ID: 39061^6
Damages HP.
ID: 39062^6
Grants a damage proc.
ID: 39064^6
Dooms a powerful spell unless it is cured.
ID: 39067^6
Damages HP and increases hate generation.
ID: 39068^6
Limits HP, causes damage to self when using melee or magic attacks.
ID: 39070^6
Drains HP and grants them to the caster.
ID: 39071^6
Damages HP.
ID: 39072^6
Danages HP.
ID: 39073^6
Reduces melee speed, silences, causes amnesia, damages endurance and mana.
ID: 39074^6
Damages HP, stuns, and damages mana.
ID: 39076^6
Focuses the damage done by Frost Breath II.
ID: 39082^6
Damages HP.
ID: 39084^6
Shields against melee attacks and magic.
ID: 39087^6
Enthralls.
ID: 39089^6
Increases incoming damage from detrimental spells.
ID: 39090^6
Gravitate.
ID: 39093^6
Increases dodge rate and provides a spell guard.
ID: 39094^6
Damages HP and dooms a fade.
ID: 39096^6
Slows movement and prevents most heals from landing.
ID: 39098^6
Gravitate.
ID: 39100^6
The lifeleech drains the blood it draws from inflicting melee damage to its target in order to heal itself. The lifeleech will die if it is unable to draw blood in this manner.
ID: 39101^6
Bloody spines coat the body of the worm, dealing #11 damage to melee attackers and protecting the worm against a #1 percentage of melee and #2 percentage of spell damage.
ID: 39102^6
Spirits of loss eat away at your soul dealing #12 damage every tick. Their curse leaves you unable to reap the benefits of rune effects.
ID: 39103^6
The bloodspine worm erupts in a shower of gore dealing #1 damage to everyone around it.
ID: 39104^6
Reflects detrimental spells back at their caster.
ID: 39105^6
The crawler's vicious bite has struck you in the eye dealing #3 damage and leaving you blind and stunned for 1.5 seconds.
ID: 39106^6
The mephit's curse stuns you and has a chance to deal physical damage or drain your mana and endurance.
ID: 39107^6
Drains #1 mana and #2 endurance.
ID: 39108^6
Deals #1 damage.
ID: 39109^6
Leaves you unable to reap the benefits of spells or abilities that increase or decrease the amount of hate you generate in your opponents.
ID: 39110^6
The wraith feeds upon your endurance draining #1 initially and #2 every tick for %z.
ID: 39111^6
The wraith's haunting song leaves you enthralled after its death.
ID: 39112^6
Leaves you unable to reap the benefits of spells or abilities that increase or decrease the amount of hate you generate in your opponents.
ID: 39113^6
The virulent pest's virus causes your body to slow, reducing your casting and melee speed. This effect can spread to nearby allies.
ID: 39114^6
The bloodsipper feasts upon your vitae dealing #1 damage and spreads its healing effects to other non-mosquito insects.
ID: 39115^6
The bloodsipper feasts upon your vitae dealing #1 damage and spreads its healing effects to all other insects.
ID: 39116^6
A minor strike with severe effects on insects.
ID: 39117^6
Deals #2 damage and causes the target to become disinterested in fighting with other opponents.
ID: 39118^6
A violent sneeze sends you flying backwards.
ID: 39119^6
The thrall gives part of its own life to deal damage to insects.
ID: 39120^6
The chaos caller's chittering disrupts you, causing you to be momentarily stunned.
ID: 39121^6
Imbues you with the ability to cast Chaos Strike when you cast a detrimental damaging spell. Chaos Strike is an effective attack against some insects.
ID: 39122^6
Imbues you with the ability to cast Chaos Strike while in melee combat. Chaos Strike is an effective attack against some insects.
ID: 39123^6
Deals #1 damage to your target. Deals significant additional damage to some insect targets.
ID: 39124^6
The thrall's infection drains #11 mana and #12 health per tick. The infection also leaves you unable to cast mesmerization or stun spells.
ID: 39125^6
If you stand in the leech remains you will attract the attention of all other creatures. Additionally the lingering effects of the pheromones leave you unable to reap the benefits of spells or abilities that increase or decrease the amount of hate you generate in your opponents. You are also less able to escape the attention of attackers.
ID: 39126^6
Causes you to gain life from your melee attacks but leaves you unable to reap the benefits of spells or abilities that increase your chance to block, dodge, evade, parry or riposte melee attacks.
ID: 39127^6
The visage of loss protects 12 souls from the Curse of Loss.
ID: 39128^6
The visage of death protects 12 souls from the Curse of Death.
ID: 39129^6
The visage of suffering protects 12 souls from the Curse of Suffering.
ID: 39130^6
The visage of the void protects 12 souls from the Curse of the Void.
ID: 39131^6
Phantasm's aspect of loss curses you reducing all of your stats by #7. Additionally, damage shield effects on you are less effective and opponents deal an extra #10 percent melee damage.
ID: 39132^6
Phantasm's aspect of loss curses you reducing all of your stats by #7. Additionally, your damage over time spells are less likely to do critical damage and all detrimental spells cost an extra #1 percent mana to cast.
ID: 39133^6
Phantasm's aspect of loss curses you reducing all of your stats by #7. Additionally, direct heal spells are #5 percent less effective at healing you and all beneficial spells cost an extra #1 percent mana to cast.
ID: 39134^6
Phantasm's aspect of loss curses you reducing all of your stats by #7. Additionally, you are less likely to perform a flurry of attacks and your critical melee attacks are less effective. All melee damage you inflict is reduced by #10 percent.
ID: 39135^6
A highly volatile material that debilitates certain insects.
ID: 39136^6
The artifact seems to react to the various types of stone found in the Dead Hills.
ID: 39137^6
You swing the pickaxe as hard as you possibly can.
ID: 39138^6
The crumbling relic emanates a healing light.
ID: 39139^6
You wish you could identify the source of your suspicions about this pendant.
ID: 39140^6
A voice whispers in your ear.
ID: 39141^6
Your consciousness leaves your body.
ID: 39142^6
The entomologist's magic has imparted a #1 percent chance to resist spells as well as a #11 point melee damage shield and #10 point spell damage shield.
ID: 39143^6
Deals #1 damage.
ID: 39144^6
The wasp swings its stinger dealing #1 to everyone standing directly behind it.
ID: 39145^6
The wasp swings its stinger dealing #1 to everyone standing directly behind it.
ID: 39146^6
A shower of red spines falls upon you dealing #1 damage and injecting you with red Bixie venom.
ID: 39147^6
A shower of yellow spines falls upon you dealing #1 damage and injecting you with yellow Bixie venom.
ID: 39148^6
This deadly red Bixie venom will cause you to die if you are injected with any yellow Bixie venom.
ID: 39150^6
Reduces HP, movement speed, and attack speed.
ID: 39151^6
Damages HP.
ID: 39152^6
Grants a damage proc.
ID: 39154^6
Dooms a powerful spell unless it is cured.
ID: 39157^6
Damages HP and increases hate generation.
ID: 39158^6
Limits HP, causes damage to self when using melee or magic attacks.
ID: 39160^6
Reduces HP, movement speed, and attack speed.
ID: 39161^6
Damages HP.
ID: 39162^6
Grants a damage proc.
ID: 39164^6
Dooms a powerful spell unless it is cured.
ID: 39167^6
Damages HP and increases hate generation.
ID: 39168^6
Limits HP, causes damage to self when using melee or magic attacks.
ID: 39170^6
Drains HP and grants them to the caster.
ID: 39171^6
Damages HP.
ID: 39172^6
Danages HP.
ID: 39173^6
Reduces melee speed, silences, causes amnesia, damages endurance and mana.
ID: 39174^6
Damages HP, stuns, and damages mana.
ID: 39176^6
Focuses the damage done by Frost Breath II.
ID: 39182^6
Damages HP.
ID: 39184^6
Shields against melee attacks and magic.
ID: 39187^6
Enthralls.
ID: 39189^6
Increases incoming damage from detrimental spells.
ID: 39190^6
Gravitate.
ID: 39193^6
Increases dodge rate and provides a spell guard.
ID: 39194^6
Damages HP and dooms a fade.
ID: 39196^6
Slows movement and prevents most heals from landing.
ID: 39198^6
Gravitate.
ID: 39200^6
Deals direct magical damage.
ID: 39201^6
Break the seal to release its power. Significantly boosts cold resist for a short duration.
ID: 39202^6
Break the seal to release its power. Significantly boosts magic resist for a short duration.
ID: 39203^6
Break the seal to release its power. Significantly boosts fire resist for a short duration.
ID: 39204^6
Break the seal to release its power. Significantly boosts poison resist for a short duration.
ID: 39205^6
Break the seal to release its power. Significantly boosts disease resist for a short duration.
ID: 39206^6
Break the seal to release its power. Slightly boosts corruption resist for a short duration.
ID: 39207^6
Summons a beta fish gear merchant. Using the fish again will summon an aug merchant.
ID: 39227^6
Calls forth a tirun familiar or changes your pet to look like one.
ID: 39229^6
Summons a fast Ethernere Wurm mount.
ID: 39230^6
Summons a very fast Ethernere Wurm mount. Additionally offers a mount blessing which increases your maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 39233^6
Shot with a honey-tipped arrow.
ID: 39234^6
Transformed into a decaying treant. Taking damage, rooted, and increased AC.
ID: 39235^6
Rooted and gaining periodic damage shield
ID: 39237^6
Shields the bearer against #1 percent of incoming direct spell damage.
ID: 39238^6
Shields the bearer against #1 percent of incoming melee damage.
ID: 39239^6
Deals damage.
ID: 39240^6
Lashing out in blind vengeance.
ID: 39241^6
Vision damaged by dirt in your eye, resulting in reduced accuracy.
ID: 39251^6
Makes the world around you seem darker.
ID: 39252^6
Grants you special sight.
ID: 39253^6
Freezes your mind.
ID: 39254^6
Your are compelled to follow Silandra's commands.
ID: 39255^6
Spreads fear.
ID: 39256^6
Fire, Cold, Poison, Disease, and Magic resists are lowered, with casting time increased.
ID: 39257^6
Provides a protective barrier that shields the bearer from incoming attacks.
ID: 39260^6
Damages HP and reduces AC.
ID: 39261^6
Drastically reduces AC.
ID: 39262^6
Decreases the chances of casting a spell successfully.
ID: 39263^6
Stuns, roots, and damages HP.
ID: 39264^6
Damages HP.
ID: 39265^6
Melee and movement speed are slowed, while health is drained over time.
ID: 39266^6
ID: 39268^6
Knocks you back and damages HP. Roots you in place.
ID: 39269^6
Damages HP. Reduces walking speed. You must move a certain distance to remove the spell.
ID: 39270^6
ID: 39271^6
Disables movement and action.
ID: 39272^6
An ancient curse causes you to lose health and mana over time.
ID: 39273^6
Damages HP.
ID: 39277^6
Summons a fast Ruishi mount.
ID: 39278^6
Summons a very fast Ruishi mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 39280^6
Cloaks you in a shimmering illusion that makes you appear to be a Gunthak Pirate. Which race of pirate you end up looking like is a mystery.
ID: 39281^6
You are infused with the grit of a Gunthak pirate which increases your mana regeneration by #1, total mana by #10, total endurance by #9, and armor class by #12. Additionally you have gained a small shield against spells which will block #4 percent of incoming spell damage up to $4 points of damage. This spell triggers Gunthak Fortitude which will increase your total health by 600.
ID: 39282^6
Cloaks you in a shimmering illusion that makes you appear to be a male troll pirate.
ID: 39283^6
Cloaks you in a shimmering illusion that makes you appear to be a female troll pirate.
ID: 39284^6
Cloaks you in a shimmering illusion that makes you appear to be a male gnomish pirate.
ID: 39285^6
Cloaks you in a shimmering illusion that makes you appear to be a female gnomish pirate.
ID: 39286^6
Cloaks you in a shimmering illusion that makes you appear to be a male dark elf pirate.
ID: 39287^6
Cloaks you in a shimmering illusion that makes you appear to be a female dark elf pirate.
ID: 39288^6
Cloaks you in a shimmering illusion that makes you appear to be a male ogre pirate.
ID: 39289^6
Cloaks you in a shimmering illusion that makes you appear to be a female ogre pirate.
ID: 39290^6
Cloaks you in a shimmering illusion that makes you appear to be a male human pirate.
ID: 39291^6
Cloaks you in a shimmering illusion that makes you appear to be a female human pirate.
ID: 39292^6
Cloaks you in a shimmering illusion that makes you appear to be a male erudite pirate.
ID: 39293^6
Cloaks you in a shimmering illusion that makes you appear to be a female erudite pirate.
ID: 39294^6
Draws you toward the caster.
ID: 39296^6
Cannot be distracted from killing the butterfly. Weaken this NPC to remove the effect.
ID: 39297^6
Disguised as a bixie soldier
ID: 39298^6
Temporarily blinded by the explosion. Steal the battle plans now!
ID: 39299^6
Taking damage from toxic gas. Get into the trenches!
ID: 39301^6
This deadly yellow Bixie venom will cause you to die if you are injected with any red Bixie venom.
ID: 39302^6
Hit by the cliknar bombing bugs. Get in the trenches!
ID: 39304^6
Summons a fast dragonfly mount.
ID: 39305^6
Summons a very fast dragonfly mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 39306^6
Your faction is locked and will no longer be adjusted by normal methods.
ID: 39307^6
Both your faction gains and losses by normal methods are doubled.
ID: 39312^6
Increases the base healing of Graceful Remedy by #1 percent.
ID: 39316^6
Channeling the anger of Marr reduces your heals by #1 percent while increasing your spell damage by 50 percent.
ID: 39317^6
The anger of Marr increases your spell damage by #1 percent.
ID: 39318^6
Channeling the anger of Marr reduces your heals by #1 percent while increasing your spell damage by 60 percent.
ID: 39320^6
Channeling the anger of Marr reduces your heals by #1 percent while increasing your spell damage by 65 percent.
ID: 39322^6
Channeling the anger of Marr reduces your heals by #1 percent while increasing your spell damage by 75 percent.
ID: 39324^6
You invoke the power of your diety, creating a defensive aura around you. When enemies strike you, this aura will heal you for 1215 health.
ID: 39326^6
You invoke the power of your diety, creating a defensive aura around you. When enemies strike you, this aura will heal you for 1350 health.
ID: 39328^6
You invoke the power of your diety, creating a defensive aura around you. When enemies strike you, this aura will heal you for 1620 health.
ID: 39330^6
You invoke the power of your diety, creating a defensive aura around you. When enemies strike you, this aura will heal you for 1800 health.
ID: 39333^6
You fall into a torpor, regenerating #7 mana per tick but slowing your melee attacks and reducing spell damage.
ID: 39337^6
You thirst for vitae, causing your melee attacks to frequently inflict 5400 damage on your opponents. 50 percent the damage will be absorbed as health.
ID: 39339^6
You thirst for vitae, causing your melee attacks to frequently inflict 6000 damage on your opponents. 50 percent the damage will be absorbed as health.
ID: 39341^6
You thirst for vitae, causing your melee attacks to frequently inflict 7200 damage on your opponents. 50 percent the damage will be absorbed as health.
ID: 39343^6
You thirst for vitae, causing your melee attacks to frequently inflict 8000 damage on your opponents. 50 percent the damage will be absorbed as health.
ID: 39345^6
Offers you a choice to follow the path of destruction or regrowth. Direct damage spells will be increased by 4500 OR instant healing spells will be increased by 3240, depending on which type of spell you cast first.
ID: 39350^6
Offers you a choice to follow the path of destruction or regrowth. Direct damage spells will be increased by 5625 OR instant healing spells will be increased by 3600, depending on which type of spell you cast first.
ID: 39355^6
Offers you a choice to follow the path of destruction or regrowth. Direct damage spells will be increased by 6000 OR instant healing spells will be increased by 4320, depending on which type of spell you cast first.
ID: 39360^6
Offers you a choice to follow the path of destruction or regrowth. Direct damage spells will be increased by 7500 OR instant healing spells will be increased by 4800, depending on which type of spell you cast first.
ID: 39365^6
This technique focuses your chi, allowing you to unleash it for 3150 damage when striking your enemies.
ID: 39369^6
This technique focuses your chi, allowing you to unleash it for 3938 damage when striking your enemies.
ID: 39373^6
This technique focuses your chi, allowing you to unleash it for 4200 damage when striking your enemies.
ID: 39377^6
This technique focuses your chi, allowing you to unleash it for 5250 damage when striking your enemies.
ID: 39381^6
This song grants your group increased melee damage and spell damage. The effect becomes more powerful with each successive note in the arpeggio. Bards receive a Masterful version of the arpeggio.
ID: 39382^6
This note of the arpeggio increases melee damage by #1 and spell damage by #1. The effect becomes more powerful with each successive note.
ID: 39417^6
Coats your weapons in a life draining poison, inflicting 2700 damage to your opponents. 50 percent the damage will be absorbed as health.
ID: 39419^6
Coats your weapons in a life draining poison, inflicting 3000 damage to your opponents. 50 percent the damage will be absorbed as health.
ID: 39421^6
Coats your weapons in a life draining poison, inflicting 3600 damage to your opponents. 50 percent the damage will be absorbed as health.
ID: 39423^6
Coats your weapons in a life draining poison, inflicting 4000 damage to your opponents. 50 percent the damage will be absorbed as health.
ID: 39429^6
Increases the damage done by Pyre of Marnek by #1 percent.
ID: 39433^6
Corrupts the soul of your target, inflicting #1 damage. 40 percent of the damage will be absorbed as health.
ID: 39437^6
Increases the damage done by Ethereal Incandescence by #1 percent.
ID: 39441^6
You create a complex weave, recovering 6000 mana over %z seconds.
ID: 39443^6
You create a complex weave, recovering 7500 mana over %z seconds.
ID: 39445^6
You create a complex weave, recovering 8000 mana over %z seconds.
ID: 39447^6
You create a complex weave, recovering 10000 mana over %z seconds.
ID: 39461^6
Reduces the recast time of Phantasmal Unity by 1 second.
ID: 39462^6
Reduces the recast time of Phantasmal Unity by 2 seconds.
ID: 39471^6
You take a defensive stance, regenerating #8 endurance per tick but slowing your melee attacks and reducing skill damage.
ID: 39476^6
Summons a fast raptor mount.
ID: 39477^6
Summons a very fast raptor mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 39478^6
Summons a fast reindeer mount.
ID: 39479^6
Summons a very fast reindeer mount. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 39480^6
Xavier's barrier reduces incoming melee damage by #1 percent.
ID: 39481^6
Kavi's barrier reduces incoming spell damage by #1 percent.
ID: 39483^6
A magical barrier reflects spells back at the caster and causes feedback damage.
ID: 39484^6
Totally dominates the mind of their target. They can only be freed when the banshee has been destroyed.
ID: 39500^6
Deals damage.
ID: 39501^6
Deals damage.
ID: 39502^6
Increases armor and resists.
ID: 39503^6
Increases armor and resists.
ID: 39504^6
Deals damage and stuns.
ID: 39505^6
Deals damage and stuns.
ID: 39506^6
Deals disease damage over time, roots, and slows.
ID: 39507^6
Deals disease damage over time, roots, and slows.
ID: 39508^6
Restores health.
ID: 39509^6
Deals damage over time, slows, lowers all statistics.
ID: 39510^6
Summons a fast jungle raptor mount.
ID: 39511^6
Summons a very fast jungle raptor mount. Additionally offers a mount blessing which increases your maximum endurance by 300, maximum mana by 300, maximum health by 300, and armor class by 120.
ID: 39512^6
Summons a modest stack of Burned Black Bread for you to eat.
ID: 39513^6
Summons a modest stack of Murky Globes of Water for you to drink.
ID: 39516^6
Makes the skin turn as hard as stone, increasing your armor class from about 75 to 675 for %z. Does not stack with Bread of Bravado.
ID: 39517^6
Forces a new endurance through the body, increasing your maximum health by 235 to @5 for %z. Does not stack with Stalwart Stew.
ID: 39518^6
Wraps your body in an eternal ward, increasing your resistances by 11 to 90 and your armor class by about 73 to 583 for %z.
ID: 39519^6
Vengeful spirits protect you, inflicing between 30 and 120 damage to creatures that strike you for up to %z.
ID: 39520^6
Increases your mana regeneration by 15 to @8 and your hit point regeneration by 15 to @10 for up to %z.
ID: 39521^6
Causes your thoughts to expand as you meditate, increasing your mana pool by 220 to @4 for %z.
ID: 39522^6
Infuses your spirit, increasing your endurance pool by 220 to @4 for %z.
ID: 39523^6
Absorbs #2 of incoming spell and melee damage, up to $2 per hit. The protection will fail after @2 damage has been absorbed.
ID: 39524^6
Sprays a breath of lightning at your target, inflicting #1 damage on up to four targets.
ID: 39525^6
A small favor granting your group a #11 damage shield, #4 spell damage shield, and #5 Health, Mana, and Endurance regeneration.
ID: 39526^6
Cloaks you in a shimmering illusion that makes you appear to be an ancient god.
ID: 39527^6
Cloaks you in a shimmering illusion that makes you appear to be Ancient Bristlebane.
ID: 39528^6
Cloaks you in a shimmering illusion that makes you appear to be Ancient Rallos Zek.
ID: 39529^6
Cloaks you in a shimmering illusion that makes you appear to be Ancient Erollisi Marr.
ID: 39530^6
Cloaks you in a shimmering illusion that makes you appear to be Ancient Solusek Ro.
ID: 39531^6
Cloaks you in a shimmering illusion that makes you appear to be Ancient Tunare.
ID: 39532^6
Cloaks you in a shimmering illusion that makes you appear to be Ancient Cazic-Thule.
ID: 39533^6
Cloaks you in a shimmering illusion that makes you appear to be Ancient Innoruuk.
ID: 39534^6
Cloaks you in a shimmering illusion that makes you appear to be Ancient Tribunal.
ID: 39535^6
Calls forth an ancient god familiar or changes your pet to look like one.
ID: 39536^6
Launches a firework into the sky.
ID: 39540^6
Summons a pair of animated fireworks that grant you the ability to see invisible creatures and ultravision.
ID: 39541^6
Summons Jimothy Junior who's body can serve a snack, increasing the time between meals by an additional #2 percent.
ID: 39553^6
Decreases up to #1 hitpoints per tick.
ID: 39559^6
Increases spell casting time and causes damage every tick.
ID: 39566^6
Increases incoming damage by up to $1 percent.
ID: 39571^6
Increases your movement speed.
ID: 39574^6
A tear in reality damage over time.
ID: 39575^6
An enemy's lifeforce is drained, depleting health, mana, and endurance.
ID: 39576^6
A wave of energy stuns and slows movement.
ID: 39577^6
Predicating a target's movements lowers their accuracy and dodge ratings.
ID: 39578^6
Charge magical energy to vastly increase spell critical rate and damage done by criticals for a brief period.
ID: 39579^6
Tampers with a target's life energy, lowering healing effectiveness and spell critical chance/damage.
ID: 39580^6
Temporarily disrupts mental functions, lowering intelligence and wisdom.
ID: 39581^6
A cloak of flame lowers incoming fire damage for a brief period.
ID: 39582^6
Ethernere shielding increases armor class and block rating.
ID: 39583^6
Phasing out of reality boosts armor class and dodge drastically for a short time.
ID: 39584^6
The latent magical energy adds magic reflection.
ID: 39585^6
Ethernere mist restores mana.
ID: 39586^6
This enchantment grants a magical resistance increase for a short time.
ID: 39587^6
Creates throwing knives.
ID: 39588^6
Increased hand speed boosts all melee speed.
ID: 39589^6
Boots of temporal magic ncrease movement speed and dodge.
ID: 39590^6
Focusing restores mana.
ID: 39591^6
Ethernere enchanted mail increases armor class and magic resist.
ID: 39592^6
Gauntlets able to enhance spells grant additional heal power and spell damage modifiers.
ID: 39593^6
Temporal shielding increases all resists.
ID: 39594^6
Anticipating results increases block and dodge skills.
ID: 39595^6
Combat enhancing equipment increases melee accuracy and melee speed.
ID: 39596^6
Ethernere shielding increases armor class and block rating.
ID: 39597^6
The latent magical energy adds magic reflection.
ID: 39598^6
Ethernere mist restores mana.
ID: 39599^6
Increases all resists.
ID: 39600^6
Increases melee speed.
ID: 39601^6
Increases armor class and magic resist.
ID: 39602^6
Boosts spell critical chance and incoming healing.
ID: 39603^6
Increases incoming healing and spell critical chance.
ID: 39604^6
Increase block and dodge.
ID: 39605^6
Increases accuracy and melee speed.
ID: 39612^6
Has a chance to strike your opponent with a corruption attack and restore your mana each time you cast a damaging spell.
ID: 39614^6
Has a chance to heal you and restore your mana each time you cast a damaging spell.
ID: 39616^6
Summons a minion of Tallon Zek that attacks your target for a short time.
ID: 39618^6
Causes your detrimental spells to do more damage.
ID: 39619^6
Causes your crits to do more damage more often.
ID: 39620^6
Changes the user into a Gnoll and casts another spell that offers some AC.
ID: 39621^6
Changes the user into a Darkfell Gnoll and casts another spell that offers some AC.
ID: 39622^6
Changes the user into a Blackburrow Gnoll and casts another spell that offers some AC.
ID: 39623^6
Changes the user into a Mucktail Gnoll and casts another spell that offers some AC.
ID: 39624^6
Changes the user into a Direwind Gnoll and casts another spell that offers some AC.
ID: 39625^6
Increases your AC from about 10 to 40. This benefit scales with your level.
ID: 39626^6
Increases your AC from about 13 to 73. This benefit scales with your level.
ID: 39627^6
Increases your AC from about 17 to 107. This benefit scales with your level.
ID: 39628^6
Increases your AC from about 20 to 140. This benefit scales with your level.
ID: 39629^6
Increases your AC from about 23 to 173. This benefit scales with your level.
ID: 39630^6
Inflicts damage to health, mana, and endurance on hit occassionally.
ID: 39631^6
Inflicts damage to health, mana, and endurance.
ID: 39635^6
Break the seal to release its power. Greatly boosts all resists for a short duration.
ID: 39636^6
Break the seal to release its power. Greatly boosts armor class.
ID: 39637^6
Instant
ID: 39638^6
Held in place by a giant's hand.
ID: 39639^6
Target is protected by a shield of iron.
ID: 39640^6
Instant
ID: 39644^6
Harms the target and prevents them from dodging incoming attacks.
ID: 39645^6
Does damage in an area over time.
ID: 39647^6
Restores health, mana, and endurance.
ID: 39648^6
Summons a fast komodo dragon mount.
ID: 39649^6
Summons a very fast komodo dragon for you to ride. Additionally offers a mount blessing which increases your maximum mana by 200, maximum health by 250, and armor class by 120.
ID: 39650^6
Deals area fire damage and knockback.
ID: 39651^6
Deals ice damage over time.
ID: 39652^6
Briefly raises corruption resistance and armor class.
ID: 39653^6
Stuns, damages and blinds the target.
ID: 39654^6
Burns the target's mana and dispels a single spell.
ID: 39655^6
Instant
ID: 39656^6
Damaging target restores attacker's health.
ID: 39657^6
Damages target over time, as well as increasing incoming melee damage.
ID: 39659^6
Increases the damage of fire spells by #1 damage.
ID: 39660^6
Summons the spirit of a guard of Qeynos to assist you in battle.
ID: 39661^6
Heals your group for up to #1 damage.
ID: 39662^6
Increases the damage of most weapon procs by #1 damage.
ID: 39663^6
Strikes enemies in a wide area around your target for #1 damage.
ID: 39664^6
Removes #1 disease counters from your target.
ID: 39665^6
You feel severely weakened as you fight for your life.
ID: 39667^6
You are struck by a horrible curse, reducing your 1H Blunt skill.
ID: 39668^6
You are struck by a horrible curse, reducing your 1H Slash skill.
ID: 39669^6
You are struck by a horrible curse, reducing your 2H Blunt skill.
ID: 39670^6
You are struck by a horrible curse, reducing your 2H Slash skill.
ID: 39671^6
You are struck by a horrible curse, reducing your Abjuration skill.
ID: 39672^6
You are struck by a horrible curse, reducing your Alteration skill.
ID: 39673^6
You are struck by a horrible curse, reducing your Archery skill.
ID: 39674^6
You are struck by a horrible curse, reducing your Backstab skill.
ID: 39675^6
You are struck by a horrible curse, reducing your Block skill.
ID: 39676^6
You are struck by a horrible curse, reducing your Conjuration skill.
ID: 39677^6
You are struck by a horrible curse, reducing your Defense skill.
ID: 39678^6
You are struck by a horrible curse, reducing your Dodge skill.
ID: 39679^6
You are struck by a horrible curse, reducing your Double Attack skill.
ID: 39680^6
You are struck by a horrible curse, reducing your Dual Wield skill.
ID: 39681^6
You are struck by a horrible curse, reducing your Evocation skill.
ID: 39682^6
You are struck by a horrible curse, reducing your Flying Kick skill.
ID: 39683^6
You are struck by a horrible curse, reducing your Hand To Hand skill.
ID: 39684^6
You are struck by a horrible curse, reducing your Offense skill.
ID: 39685^6
You are struck by a horrible curse, reducing your Parry skill.
ID: 39686^6
You are struck by a horrible curse, reducing your 1H Pierce skill.
ID: 39687^6
You are struck by a horrible curse, reducing your Riposte skill.
ID: 39688^6
You are struck by a horrible curse, reducing your Frenzy skill.
ID: 39689^6
You are struck by a horrible curse, reducing your Triple Attack skill.
ID: 39690^6
You are struck by a horrible curse, reducing your 2H Pierce skill.
ID: 39692^6
Instant
ID: 39693^6
It burns us!
ID: 39694^6
Holds the target in place and burns them.
ID: 39695^6
Instant
ID: 39696^6
Instant
ID: 39697^6
Instant
ID: 39698^6
Instant
ID: 39699^6
Instant
ID: 39700^6
Causes target to like the caster, a lot.
ID: 39701^6
Instant
ID: 39702^6
It burns us!
ID: 39703^6
Holds the target in place and burns them.
ID: 39704^6
Instant
ID: 39705^6
Instant
ID: 39706^6
Instant
ID: 39707^6
Instant
ID: 39708^6
Instant
ID: 39709^6
Causes target to like the caster, a lot.
ID: 39719^6
Deals fire damage over time.
ID: 39720^6
Increases armor class and heals over time.
ID: 39721^6
Deals area fire damage and knocks targets back.
ID: 39722^6
Deals area fire damage and damage over time.
ID: 39723^6
Drastically lowers a single target's fire resistance.
ID: 39724^6
Deals physical damage to an area.
ID: 39725^6
Lowers accuracy and slows movement.
ID: 39726^6
Drastically increases evasion.
ID: 39727^6
Inflicts damage over time.
ID: 39728^6
Increases all resist and armor class.
ID: 39729^6
Single target physical damage, high knockback, spinstun.
ID: 39730^6
Area physical damage and knockback
ID: 39731^6
Increases attack power temporarily
ID: 39732^6
Blinds, lowers accuracy and evasion.
ID: 39733^6
Single target magic damage.
ID: 39734^6
Dramatically increases accurcy, resists, damage, and armor class of summoned troopers.
ID: 39735^6
Restores health to summoned troopers.
ID: 39736^6
Single target fire damage, damage over time, stun.
ID: 39737^6
Area physical damage, knockback.
ID: 39738^6
Adds reflect, armor class, cold and fire resist.
ID: 39739^6
Single target corruption damage, damage over time, lowers all attributes by 300.
ID: 39740^6
Single target disease damage, endurance damage over time.
ID: 39741^6
Single target mana ignite.
ID: 39742^6
Charms a target.
ID: 39743^6
Mesmerize a target.
ID: 39744^6
Area fire damage, knockback and knockup.
ID: 39745^6
Suffocation, damage over time, lowers accuracy.
ID: 39746^6
Blinds, lowers accuracy drastically.
ID: 39844^6
Fires an explosive bolt of mana.
ID: 39847^6
Interrupts spell casting.
ID: 39848^6
Summons a wolf mount.
ID: 39849^6
Summons a wolf mount.
ID: 39850^6
Summons a wolf mount.
ID: 39855^6
Cloaks you in a shimmering illusion that makes you appear to be a Scaled Wolf.
ID: 39856^6
Summons a worg mount.
ID: 39857^6
Summons a worg mount.
ID: 39858^6
Summons a worg mount.
ID: 39872^6
Deals #1 damage and then #2 damage every 6 seconds for %z. This effect can be cured by removing #3 poison counters.
ID: 39886^6
Provides regeneration.
ID: 39887^6
Heals the user.
ID: 39888^6
Cures poison and disease.
ID: 39889^6
Provides bonus damage to spell casts.
ID: 39890^6
Reduces the mana cost of spells.
ID: 39891^6
Increases all stats.
ID: 39892^6
Deals magical damage.
ID: 39893^6
Lowers accuracy and damages target.
ID: 39894^6
Deals damage.
ID: 39895^6
Restores health, mana, and endurance.
ID: 39896^6
Calls forth an ankylosaurus familiar or changes your pet to look like one.
ID: 39898^6
This special pick can be used to mine magmatic rocks in mines of Argin Hiz.
ID: 39902^6
Summons a test firescale wrulon mount.
ID: 39903^6
Launch a wave of water that deals cold damage, knockbacks, and lowers attack speed.
ID: 39904^6
Regenerates health over time.
ID: 39905^6
Conjures a drowned mariner to aid in combat for a short time.
ID: 39906^6
The mask's magic grants attack power, armor class, and immunity to fear for a brief time.
ID: 39907^6
Cloaks you in a shimmering illusion that makes you appear to be an Arc Worker.
ID: 39908^6
You drink from the vessel, restoring #2 health every six seconds and causing #11 feedback damage when struck by offensive spells. No, you won't have any visions.
ID: 39909^6
This technique allows you to occasionally strike your enemy when parrying, slowing their attack speed.
ID: 39911^6
Increases the damage of magic spells by #1 damage.
ID: 39912^6
This technique allows you to occasionally inflict additional damage when using offensive combat abilities.
ID: 39914^6
This technique allows you to occasionally strike your enemy when defending, crippling them.
ID: 39916^6
Inflicts heavy damage on hit occassionally.
ID: 39917^6
Inflicts heavy damage.
ID: 39918^6
Deals damage over time on hit occassionally.
ID: 39919^6
Deals damage over time.
ID: 39920^6
Reduces accuracy, attack speed and snares on hit occassionally.
ID: 39921^6
Reduces accuracy, attack speed and snares on hit occassionally.
ID: 39922^6
Reduces attributes on hit occassionally.
ID: 39923^6
Reduces attributes.
ID: 39924^6
Inflicts damage over time and lowers armor class and attack power on hit occassionally.
ID: 39925^6
Inflicts damage over time and lowers armor class and attack power.
ID: 39926^6
Deal fire damage with knockback.
ID: 39927^6
Blinds and deals poison damage over time.
ID: 39928^6
Lowers accuracy and dodge.
ID: 39929^6
Summon a raptor to briefly assist you in battle.
ID: 39930^6
Summon a butterfly to briefly assist you in battle.
ID: 39931^6
Break the figurine to release its power. Greatly boosts armor class and all resists.
ID: 39932^6
Restores health, mana, and endurance over time.
ID: 39933^6
Increases dodge and armor class.
ID: 39934^6
Increases attack power and attack speed.
ID: 39935^6
Delivers a blast of mana dealing damage when performing most melee attacks.
ID: 39936^6
Delivers a blast of mana dealing damage when performing most melee attacks.
ID: 39937^6
Calls forth an ancient god familiar or changes your pet to look like one.
ID: 39965^6
Knocks back and lowers target's movement speed.
ID: 39966^6
A jury-rigged arc worker helps the user until it falls apart.
ID: 39967^6
Deals magical damage.
ID: 39968^6
Improves all magic resistance, armor class, and adds reflection.
ID: 39969^6
Improves disease and poison resistance.
ID: 40000^6
Your superior conditioning allows you to toughen your skin, absorbing damage from each incoming attack.
ID: 40001^6
Your superior conditioning allows you to toughen your skin, absorbing damage from each incoming attack.
ID: 40002^6
Your superior conditioning allows you to toughen your skin, absorbing damage from each incoming attack.
ID: 40003^6
Absorbs up to $6 damage from incoming melee or spell strikes for %z. Fades after absorbing @6 melee or spell damage or after 600 total strikes.
ID: 40004^6
Absorbs up to $6 damage from incoming melee or spell strikes for %z. Fades after absorbing @6 melee or spell damage or after 600 total strikes.
ID: 40005^6
Absorbs up to $6 damage from incoming melee or spell strikes for %z. Fades after absorbing @6 melee or spell damage or after 600 total strikes.
ID: 40006^6
By tightening your muscles and adopting a defensive combat stance, you can reduce the harm done to you by physical attacks for a while. There is a chance your physical attacks will trigger mystical runes to absorb further incoming damage.
ID: 40007^6
By tightening your muscles and adopting a defensive combat stance, you can reduce the harm done to you by physical attacks for a while. There is a chance your physical attacks will trigger mystical runes to absorb further incoming damage.
ID: 40008^6
By tightening your muscles and adopting a defensive combat stance, you can reduce the harm done to you by physical attacks for a while. There is a chance your physical attacks will trigger mystical runes to absorb further incoming damage.
ID: 40009^6
Absorbs #6 incoming melee damage.
ID: 40010^6
Absorbs #6 incoming melee damage.
ID: 40011^6
Absorbs #6 incoming melee damage.
ID: 40012^6
You contact a version of yourself from another thread of reality. This version of you will attack your target and add to its hatred of you over time.
ID: 40013^6
You contact a version of yourself from another thread of reality. This version of you will attack your target and add to its hatred of you over time.
ID: 40014^6
You contact a version of yourself from another thread of reality. This version of you will attack your target and add to its hatred of you over time.
ID: 40015^6
You incite scorn in your opponent, making it more likely they will focus their attacks on you.
ID: 40016^6
You incite scorn in your opponent, making it more likely they will focus their attacks on you.
ID: 40017^6
You incite scorn in your opponent, making it more likely they will focus their attacks on you.
ID: 40018^6
By focusing your will, you can use an opponent's attacks to strengthen your own for up to one minute.
ID: 40019^6
By focusing your will, you can use an opponent's attacks to strengthen your own for up to one minute.
ID: 40020^6
By focusing your will, you can use an opponent's attacks to strengthen your own for up to one minute.
ID: 40021^6
Any melee strikes that hit you have a chance to trigger an increase in your own melee damage for %z.
ID: 40022^6
Any melee strikes that hit you have a chance to trigger an increase in your own melee damage for %z.
ID: 40023^6
Any melee strikes that hit you have a chance to trigger an increase in your own melee damage for %z.
ID: 40024^6
Strengthens your melee attacks by #3 percent. Lasts for %z or until you have made 8 strikes.
ID: 40025^6
Strengthens your melee attacks by #3 percent. Lasts for %z or until you have made 8 strikes.
ID: 40026^6
Strengthens your melee attacks by #3 percent. Lasts for %z or until you have made 8 strikes.
ID: 40027^6
You steel yourself for battle, causing enemy melee strikes to trigger a shout that will draw the attention of foes around your location.
ID: 40028^6
You steel yourself for battle, causing enemy melee strikes to trigger a shout that will draw the attention of foes around your location.
ID: 40029^6
You steel yourself for battle, causing enemy melee strikes to trigger a shout that will draw the attention of foes around your location.
ID: 40030^6
Any melee strikes that hit you have a chance to trigger an attention-drawing shout for %z.
ID: 40031^6
Any melee strikes that hit you have a chance to trigger an attention-drawing shout for %z.
ID: 40032^6
Any melee strikes that hit you have a chance to trigger an attention-drawing shout for %z.
ID: 40033^6
Causes all enemies around you to hate you more.
ID: 40034^6
Causes all enemies around you to hate you more.
ID: 40035^6
Causes all enemies around you to hate you more.
ID: 40036^6
Places a ward upon your target that will heal them if they absorb a melee strike larger than $2 hit points.
ID: 40037^6
Places a ward upon your target that will heal them if they absorb a melee strike larger than $2 hit points.
ID: 40038^6
Places a ward upon your target that will heal them if they absorb a melee strike larger than $2 hit points.
ID: 40039^6
Heals you for up to @1 hit points. Will heal for up to @2 additional hit points if you are below 20 percent health.
ID: 40040^6
Heals you for up to @1 hit points. Will heal for up to @2 additional hit points if you are below 20 percent health.
ID: 40041^6
Heals you for up to @1 hit points. Will heal for up to @2 additional hit points if you are below 20 percent health.
ID: 40042^6
Mends the severe wounds of everyone in your group, healing for up to @1 hit points.
ID: 40043^6
Mends the severe wounds of everyone in your group, healing for up to @1 hit points.
ID: 40044^6
Mends the severe wounds of everyone in your group, healing for up to @1 hit points.
ID: 40045^6
Cures your nearby group members of minor ailments and grants them the benefits of Reverent Elixir.
ID: 40046^6
Cures your nearby group members of minor ailments and grants them the benefits of Reverent Elixir Rk. II.
ID: 40047^6
Cures your nearby group members of minor ailments and grants them the benefits of Reverent Elixir Rk. III.
ID: 40051^6
Increases your companions' maximum hit points, as long as they stay inside the area of the aura.
ID: 40052^6
Increases your companions' maximum hit points, as long as they stay inside the area of the aura.
ID: 40053^6
Increases your companions' maximum hit points, as long as they stay inside the area of the aura.
ID: 40054^6
Increases your maximum hit points.
ID: 40055^6
Increases your maximum hit points.
ID: 40056^6
Increases your maximum hit points.
ID: 40057^6
Summons a magical hammer that is particularly adept at smiting undead.
ID: 40058^6
Summons a magical hammer that is particularly adept at smiting undead.
ID: 40059^6
Summons a magical hammer that is particularly adept at smiting undead.
ID: 40060^6
Strikes your opponent with divine power, causing #1 damage.
ID: 40061^6
Strikes your opponent with divine power, causing #1 damage.
ID: 40062^6
Strikes your opponent with divine power, causing #1 damage.
ID: 40075^6
Strikes undead creatures for up to @1 damage.
ID: 40076^6
Strikes undead creatures for up to @1 damage.
ID: 40077^6
Strikes undead creatures for up to @1 damage.
ID: 40078^6
You shout valiantly at your target, gaining their attention and healing their current target.
ID: 40079^6
You shout valiantly at your target, gaining their attention and healing their current target.
ID: 40080^6
You shout valiantly at your target, gaining their attention and healing their current target.
ID: 40081^6
Heals your target's target for up to @1 hit points.
ID: 40082^6
Heals your target's target for up to @1 hit points.
ID: 40083^6
Heals your target's target for up to @1 hit points.
ID: 40084^6
Strikes your target with the force of abrogation, briefly stunning them. This effect works on undead creatures up to level @1.
ID: 40085^6
Strikes your target with the force of abrogation, briefly stunning them. This effect works on undead creatures up to level @1.
ID: 40086^6
Strikes your target with the force of abrogation, briefly stunning them. This effect works on undead creatures up to level @1.
ID: 40087^6
Covers your body in armor, increasing your armor's strength, healing you and your group when you are struck, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage or it has healed your group 48 times.
ID: 40088^6
Covers your body in armor, increasing your armor's strength, healing you and your group when you are struck, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage or it has healed your group 48 times.
ID: 40089^6
Covers your body in armor, increasing your armor's strength, healing you and your group when you are struck, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage or it has healed your group 48 times.
ID: 40090^6
Heals your party members for up to @1 hit points and reflects a stronger heal back to you if you heal at least one other party member.
ID: 40091^6
Heals your party members for up to @1 hit points and reflects a stronger heal back to you if you heal at least one other party member.
ID: 40092^6
Heals your party members for up to @1 hit points and reflects a stronger heal back to you if you heal at least one other party member.
ID: 40093^6
Heals yourself for up to @1 hit points.
ID: 40094^6
Heals yourself for up to @1 hit points.
ID: 40095^6
Heals yourself for up to @1 hit points.
ID: 40096^6
By adjusting your grip on your sword, you strike with the flat of the blade. This will lower the damage you do but add a chance to stun and magically damage your target.
ID: 40097^6
By adjusting your grip on your sword, you strike with the flat of the blade. This will lower the damage you do but add a chance to stun and magically damage your target.
ID: 40098^6
By adjusting your grip on your sword, you strike with the flat of the blade. This will lower the damage you do but add a chance to stun and magically damage your target.
ID: 40099^6
Stuns a foe of up to level @1 for one second and deals up to @2 damage to them.
ID: 40100^6
Stuns a foe of up to level @1 for one second and deals up to @2 damage to them.
ID: 40101^6
Stuns a foe of up to level @1 for one second and deals up to @2 damage to them.
ID: 40105^6
You strike in a flash of blades, striking multiple times at up to 8 targets in front of you.
ID: 40106^6
You strike in a flash of blades, striking multiple times at up to 8 targets in front of you.
ID: 40107^6
You strike in a flash of blades, striking multiple times at up to 8 targets in front of you.
ID: 40108^6
You strike in a flash of blades, striking multiple times at your target.
ID: 40109^6
You strike in a flash of blades, striking multiple times at your target.
ID: 40110^6
You strike in a flash of blades, striking multiple times at your target.
ID: 40111^6
A self-targeted spell that adds the effects of Spurcoat, Eyes of the Howler, Protection of the Bosque, and Inspired by the Hunt to you.
ID: 40112^6
A self-targeted spell that adds the effects of Spurcoat Rk. II, Eyes of the Howler Rk. II, Protection of the Bosque Rk. II, and Inspired by the Hunt Rk. II to you.
ID: 40113^6
A self-targeted spell that adds the effects of Spurcoat Rk. III, Eyes of the Howler Rk. III, Protection of the Bosque Rk. III, and Inspired by the Hunt Rk. III to you.
ID: 40114^6
Grants your group the effects of Strength of the Bosquestalker, Shout of the Predator, and Shared Cloak of Spurs.
ID: 40115^6
Grants your group the effects of Strength of the Bosquestalker Rk. II, Shout of the Predator Rk. II, and Shared Cloak of Spurs Rk. II.
ID: 40116^6
Grants your group the effects of Strength of the Bosquestalker Rk. III, Shout of the Predator Rk. III, and Shared Cloak of Spurs Rk. III.
ID: 40117^6
Surrounds your armor in flames, adding a chance for anyone who strikes you to lower their attack strength and fire resistance. The flames will die down after 96 strikes.
ID: 40118^6
Surrounds your armor in flames, adding a chance for anyone who strikes you to lower their attack strength and fire resistance. The flames will die down after 96 strikes.
ID: 40119^6
Surrounds your armor in flames, adding a chance for anyone who strikes you to lower their attack strength and fire resistance. The flames will die down after 96 strikes.
ID: 40120^6
Surrounds your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z.
ID: 40121^6
Surrounds your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z.
ID: 40122^6
Surrounds your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z.
ID: 40123^6
Imbues your bow with energy, increasing archery accuracy and damage.
ID: 40124^6
Imbues your bow with energy, increasing archery accuracy and damage.
ID: 40125^6
Imbues your bow with energy, increasing archery accuracy and damage.
ID: 40136^6
Surrounds your hands in an unholy aura for %z. This allows your attacks a chance to tear at your opponent's mind, absorbing their mental energy.
ID: 40137^6
Surrounds your hands in an unholy aura for %z. This allows your attacks a chance to tear at your opponent's mind, absorbing their mental energy.
ID: 40138^6
Surrounds your hands in an unholy aura for %z. This allows your attacks a chance to tear at your opponent's mind, absorbing their mental energy.
ID: 40139^6
Strikes your target with mental terror, dealing up to @1 damage and returning mana to you.
ID: 40140^6
Strikes your target with mental terror, dealing up to @1 damage and returning mana to you.
ID: 40141^6
Strikes your target with mental terror, dealing up to @1 damage and returning mana to you.
ID: 40142^6
Steals up to @1 mana from your target.
ID: 40143^6
Steals up to @1 mana from your target.
ID: 40144^6
Steals up to @1 mana from your target.
ID: 40145^6
With a mighty shout, you draw the attention of all creatures surrounding you, damaging them for #2 hit points and healing you for a maximum of @3 hit points per target.
ID: 40146^6
With a mighty shout, you draw the attention of all creatures surrounding you, damaging them for #2 hit points and healing you for a maximum of @3 hit points per target.
ID: 40147^6
With a mighty shout, you draw the attention of all creatures surrounding you, damaging them for #2 hit points and healing you for a maximum of @3 hit points per target.
ID: 40148^6
Covers your target in a mass of darkness that steals their armor class and gives it to your group for %z.
ID: 40149^6
Covers your target in a mass of darkness that steals their armor class and gives it to your group for %z.
ID: 40150^6
Covers your target in a mass of darkness that steals their armor class and gives it to your group for %z.
ID: 40151^6
Increases your armor class at the expense of another.
ID: 40152^6
Increases your armor class at the expense of another.
ID: 40153^6
Increases your armor class at the expense of another.
ID: 40154^6
Covers your body in armor, increasing your armor's strength, healing you and your pet when you are struck, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage or it has healed you 48 times.
ID: 40155^6
Covers your body in armor, increasing your armor's strength, healing you and your pet when you are struck, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage or it has healed you 48 times.
ID: 40156^6
Covers your body in armor, increasing your armor's strength, healing you and your pet when you are struck, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage or it has healed you 48 times.
ID: 40157^6
Drains your target for up to @1 hit points and strengthens your pet.
ID: 40158^6
Drains your target for up to @1 hit points and strengthens your pet.
ID: 40159^6
Drains your target for up to @1 hit points and strengthens your pet.
ID: 40160^6
Increases your pet's melee damage by #3 percent and adds #7 HP for %z.
ID: 40161^6
Increases your pet's melee damage by #3 percent and adds #7 HP for %z.
ID: 40162^6
Increases your pet's melee damage by #3 percent and adds #7 HP for %z.
ID: 40163^6
Adds a melee proc that will drain your target's health and lower their armor class, but lowers your innate melee damage.
ID: 40164^6
Adds a melee proc that will drain your target's health and lower their armor class, but lowers your innate melee damage.
ID: 40165^6
Adds a melee proc that will drain your target's health and lower their armor class, but lowers your innate melee damage.
ID: 40166^6
Chokes you for #1 damage per tick for up to %z.
ID: 40167^6
Deals @1 damage and returns 1.5 times that amount as health. Lowers the target's armor class.
ID: 40168^6
Deals @1 damage and returns 1.5 times that amount as health. Lowers the target's armor class.
ID: 40184^6
Surrounds entities around your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell requires, but does not consume, a Fire Beetle Eye to cast.
ID: 40185^6
Surrounds entities around your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell requires, but does not consume, a Fire Beetle Eye to cast.
ID: 40186^6
Surrounds entities around your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell requires, but does not consume, a Fire Beetle Eye to cast.
ID: 40187^6
Freezes your target for @1 damage and heals your target's target.
ID: 40188^6
Freezes your target for @1 damage and heals your target's target.
ID: 40189^6
Freezes your target for @1 damage and heals your target's target.
ID: 40190^6
Heals your target's target for up to @1 hit points.
ID: 40191^6
Heals your target's target for up to @1 hit points.
ID: 40192^6
Heals your target's target for up to @1 hit points.
ID: 40193^6
Casts both Spikethistle Coat and Mask of the Bosquetender on yourself.
ID: 40194^6
Casts both Spikethistle Coat Rk. II and Mask of the Bosquetender Rk. II on yourself.
ID: 40195^6
Casts both Spikethistle Coat Rk. III and Mask of the Bosquetender Rk. III on yourself.
ID: 40196^6
Summons a bear cub that will restore mana to you if you can nurture it to maturity.
ID: 40197^6
Summons a bear cub that will restore mana to you if you can nurture it to maturity.
ID: 40198^6
Summons a bear cub that will restore mana to you if you can nurture it to maturity.
ID: 40199^6
Nature's growth restores up to #1 mana to you.
ID: 40200^6
Nature's growth restores up to #1 mana to you.
ID: 40201^6
Nature's growth restores up to #1 mana to you.
ID: 40202^6
Infuses your party with a mysterious healing power, allowing their melee strikes to heal their target's target. These heals will not generate additional hatred. Lasts for %z or until 48 successful attacks are made.
ID: 40203^6
Infuses your party with a mysterious healing power, allowing their melee strikes to heal their target's target. These heals will not generate additional hatred. Lasts for %z or until 48 successful attacks are made.
ID: 40204^6
Infuses your party with a mysterious healing power, allowing their melee strikes to heal their target's target. These heals will not generate additional hatred. Lasts for %z or until 48 successful attacks are made.
ID: 40205^6
Heals your target's target for #1 hit points.
ID: 40206^6
Heals your target's target for #1 hit points.
ID: 40207^6
Heals your target's target for #1 hit points.
ID: 40215^6
A mystical ring transports you to Western Karana.
ID: 40216^6
A mystical circle transports your group to Western Karana.
ID: 40217^6
A mystical zephyr transports your target to Western Karana.
ID: 40218^6
Returns #1 mana to this pet's owner.
ID: 40219^6
Commits your current location to memory so you can return to it with the use of the Tertiary Recall ability.
ID: 40220^6
You quickly throw three shuriken at your opponent.
ID: 40221^6
You quickly throw three shuriken at your opponent.
ID: 40222^6
You quickly throw three shuriken at your opponent.
ID: 40223^6
Increases your chance to block incoming attacks by #1 percent for %z, followed by decreased mitigation over a longer period.
ID: 40224^6
Increases your chance to block incoming attacks by #1 percent for %z, followed by decreased mitigation over a longer period.
ID: 40225^6
Increases your chance to block incoming attacks by #1 percent for %z, followed by decreased mitigation over a longer period.
ID: 40226^6
Decreases your ability to mitigate incoming damage by #1 percent for %z.
ID: 40227^6
Decreases your ability to mitigate incoming damage by #1 percent for %z.
ID: 40228^6
Decreases your ability to mitigate incoming damage by #1 percent for %z.
ID: 40229^6
Your hands blur and merge with other threads of reality, pummeling your opponent multiple times.
ID: 40230^6
Your hands blur and merge with other threads of reality, pummeling your opponent multiple times.
ID: 40231^6
Your hands blur and merge with other threads of reality, pummeling your opponent multiple times.
ID: 40232^6
Strikes your opponent with a powerful kick.
ID: 40233^6
Strikes your opponent with a powerful kick.
ID: 40234^6
Strikes your opponent with a powerful kick.
ID: 40235^6
Mirrors the appearance of the entity's most hated target.
ID: 40236^6
Triggers an effect that will lower your melee damage but add an ability to steal endurance from your target.
ID: 40237^6
Triggers an effect that will lower your melee damage but add an ability to steal endurance from your target.
ID: 40238^6
Triggers an effect that will lower your melee damage but add an ability to steal endurance from your target.
ID: 40239^6
Lowers your melee damage but adds an ability to steal endurance from your target.
ID: 40240^6
Lowers your melee damage but adds an ability to steal endurance from your target.
ID: 40241^6
Lowers your melee damage but adds an ability to steal endurance from your target.
ID: 40242^6
Deals @1 magical damage to your target and returns a small percentage of that damage to you as endurance.
ID: 40243^6
Deals @1 magical damage to your target and returns a small percentage of that damage to you as endurance.
ID: 40244^6
Deals @1 magical damage to your target and returns a small percentage of that damage to you as endurance.
ID: 40245^6
Focuses your energy to attempt to slow and weaken your opponent's attacks any time you are attacked and absorb #5 percent of incoming melee damage. This discipline will last for %z or until it has absorbed @5 damage.
ID: 40246^6
Focuses your energy to attempt to slow and weaken your opponent's attacks any time you are attacked and absorb #5 percent of incoming melee damage. This discipline will last for %z or until it has absorbed @5 damage.
ID: 40247^6
Focuses your energy to attempt to slow and weaken your opponent's attacks any time you are attacked and absorb #5 percent of incoming melee damage. This discipline will last for %z or until it has absorbed @5 damage.
ID: 40248^6
Slows your attacks, lowers your accuracy, and lessens your ability to avoid incoming attacks for %z.
ID: 40249^6
Slows your attacks, lowers your accuracy, and lessens your ability to avoid incoming attacks for %z.
ID: 40250^6
Slows your attacks, lowers your accuracy, and lessens your ability to avoid incoming attacks for %z.
ID: 40254^6
The chorus of the warlord inspires all of your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, damaging attackers by up to @4, and adding damage to their attacks.
ID: 40255^6
The chorus of the warlord inspires all of your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, damaging attackers by up to @4, and adding damage to their attacks.
ID: 40256^6
The chorus of the warlord inspires all of your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, damaging attackers by up to @4, and adding damage to their attacks.
ID: 40257^6
Calls the power of the Forsaken to surround your group, granting them resistance to most types of magic and damaging any creature that attacks them.
ID: 40258^6
Calls the power of the Forsaken to surround your group, granting them resistance to most types of magic and damaging any creature that attacks them.
ID: 40259^6
Calls the power of the Forsaken to surround your group, granting them resistance to most types of magic and damaging any creature that attacks them.
ID: 40260^6
A long-distance call deals up to @1 damage to your target. This damage will decline at extreme distances.
ID: 40261^6
A long-distance call deals up to @1 damage to your target. This damage will decline at extreme distances.
ID: 40262^6
A long-distance call deals up to @1 damage to your target. This damage will decline at extreme distances.
ID: 40263^6
Words can hurt. These words will do up to #1 damage to your target, but will not cause it to move.
ID: 40264^6
Words can hurt. These words will do up to #1 damage to your target, but will not cause it to move.
ID: 40265^6
Words can hurt. These words will do up to #1 damage to your target, but will not cause it to move.
ID: 40266^6
A binding melody that makes your target more susceptible to incoming magical damage. If your target is susceptible, they will be placed under the effects of Largo's Assonant Binding as well.
ID: 40267^6
A binding melody that makes your target more susceptible to incoming magical damage. If your target is susceptible, they will be placed under the effects of Largo's Assonant Binding as well.
ID: 40268^6
A binding melody that makes your target more susceptible to incoming magical damage. If your target is susceptible, they will be placed under the effects of Largo's Assonant Binding as well.
ID: 40294^6
Improves your companions' balance, causing them to be less likely to miss with melee attacks.
ID: 40295^6
Improves your companions' balance, causing them to be less likely to miss with melee attacks.
ID: 40296^6
Improves your companions' balance, causing them to be less likely to miss with melee attacks.
ID: 40297^6
By employing a special technique, you increase your chance to hit with all melee skills as well as your melee damage for %z.
ID: 40298^6
By employing a special technique, you increase your chance to hit with all melee skills as well as your melee damage for %z.
ID: 40299^6
By employing a special technique, you increase your chance to hit with all melee skills as well as your melee damage for %z.
ID: 40300^0
This banner will rally your guildmates, causing their destructive abilities up to level 20 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Dull Simple Dye to create.
ID: 40300^6
You contact a version of yourself from another thread of reality. This version of you will attack your target and slowly reduce its hatred for you.
ID: 40301^0
This banner will rally your guildmates, causing their destructive abilities up to level 20 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Sharp Simple Dye to create.
ID: 40301^6
You contact a version of yourself from another thread of reality. This version of you will attack your target and slowly reduce its hatred for you.
ID: 40302^0
This banner will rally your guildmates, causing their destructive abilities up to level 20 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40302^6
You contact a version of yourself from another thread of reality. This version of you will attack your target and slowly reduce its hatred for you.
ID: 40303^0
This banner will rally your guildmates, causing their destructive abilities up to level 20 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Vibrant Simple Dye to create.
ID: 40303^6
You strike your opponent with a phantasmal dagger that reduces their hatred of you.
ID: 40304^0
This banner will rally your guildmates, causing their destructive abilities up to level 40 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Dull Fine Dye to create.
ID: 40304^6
You strike your opponent with a phantasmal dagger that reduces their hatred of you.
ID: 40305^0
This banner will rally your guildmates, causing their destructive abilities up to level 40 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Sharp Fine Dye to create.
ID: 40305^6
You strike your opponent with a phantasmal dagger that reduces their hatred of you.
ID: 40306^0
This banner will rally your guildmates, causing their destructive abilities up to level 40 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40306^6
You train yourself to instinctively jolt any attackers surrounding you when you take melee damage that is above a large threshold.
ID: 40307^0
This banner will rally your guildmates, causing their destructive abilities up to level 40 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Vibrant Fine Dye to create.
ID: 40307^6
You train yourself to instinctively jolt any attackers surrounding you when you take melee damage that is above a large threshold.
ID: 40308^0
This banner will rally your guildmates, causing their destructive abilities up to level 60 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Dull Fancy Dye to create.
ID: 40308^6
You train yourself to instinctively jolt any attackers surrounding you when you take melee damage that is above a large threshold.
ID: 40309^0
This banner will rally your guildmates, causing their destructive abilities up to level 60 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Sharp Fancy Dye to create.
ID: 40309^6
Your trained reflexes will jolt all attackers surrounding you when you take more than $2 damage in a single blow, lowering their hatred and removing yourself from their sight.
ID: 40310^0
This banner will rally your guildmates, causing their destructive abilities up to level 60 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40310^6
Your trained reflexes will jolt all attackers surrounding you when you take more than $2 damage in a single blow, lowering their hatred and removing yourself from their sight.
ID: 40311^0
This banner will rally your guildmates, causing their destructive abilities up to level 60 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Vibrant Fancy Dye to create.
ID: 40311^6
Your trained reflexes will jolt all attackers surrounding you when you take more than $2 damage in a single blow, lowering their hatred and removing yourself from their sight.
ID: 40312^0
This banner will rally your guildmates, causing their destructive abilities up to level 65 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Dull Ornate Dye to create.
ID: 40312^6
Reduces all hatred for you by #1 percent in a small area surrounding you.
ID: 40313^0
This banner will rally your guildmates, causing their destructive abilities up to level 65 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Sharp Ornate Dye to create.
ID: 40313^6
Reduces all hatred for you by #1 percent in a small area surrounding you.
ID: 40314^0
This banner will rally your guildmates, causing their destructive abilities up to level 65 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40314^6
Reduces all hatred for you by #1 percent in a small area surrounding you.
ID: 40315^0
This banner will rally your guildmates, causing their destructive abilities up to level 65 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Vibrant Ornate Dye to create.
ID: 40315^6
You arm yourself with an extra holdout blade that adds extra strikes to your normal melee attacks.
ID: 40316^0
This banner will rally your guildmates, causing their destructive abilities up to level 70 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Dull Intricate Dye to create.
ID: 40316^6
You arm yourself with an extra holdout blade that adds extra strikes to your normal melee attacks.
ID: 40317^0
This banner will rally your guildmates, causing their destructive abilities up to level 70 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Sharp Intricate Dye to create.
ID: 40317^6
You arm yourself with an extra holdout blade that adds extra strikes to your normal melee attacks.
ID: 40318^0
This banner will rally your guildmates, causing their destructive abilities up to level 70 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40318^6
Adds three extra bladed strikes to many of your melee attacks.
ID: 40319^0
This banner will rally your guildmates, causing their destructive abilities up to level 70 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Vibrant Intricate Dye to create.
ID: 40319^6
Adds three extra bladed strikes to many of your melee attacks.
ID: 40320^0
This banner will rally your guildmates, causing their destructive abilities up to level 75 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Dull Elaborate Dye to create.
ID: 40320^6
Adds three extra bladed strikes to many of your melee attacks.
ID: 40321^0
This banner will rally your guildmates, causing their destructive abilities up to level 75 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Sharp Elaborate Dye to create.
ID: 40321^6
Strikes your target with three piercing attacks. Has a small chance to replace your holdout blade.
ID: 40322^0
This banner will rally your guildmates, causing their destructive abilities up to level 75 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40322^6
Strikes your target with three piercing attacks. Has a small chance to replace your holdout blade.
ID: 40323^0
This banner will rally your guildmates, causing their destructive abilities up to level 75 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Vibrant Elaborate Dye to create.
ID: 40323^6
Strikes your target with three piercing attacks. Has a small chance to replace your holdout blade.
ID: 40324^0
This banner will rally your guildmates, causing their restorative abilities up to level 20 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Dull Simple Dye to create.
ID: 40324^6
Surrounds your target with a foul cloud of plague which will lower their resistance to disease and poison attacks, and increases disease damage they take by #1.
ID: 40325^0
This banner will rally your guildmates, causing their restorative abilities up to level 20 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Sharp Simple Dye to create.
ID: 40325^6
Surrounds your target with a foul cloud of plague which will lower their resistance to disease and poison attacks, and increases disease damage they take by #1.
ID: 40326^0
This banner will rally your guildmates, causing their restorative abilities up to level 20 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40326^6
Surrounds your target with a foul cloud of plague which will lower their resistance to disease and poison attacks, and increases disease damage they take by #1.
ID: 40327^0
This banner will rally your guildmates, causing their restorative abilities up to level 20 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Vibrant Simple Dye to create.
ID: 40327^6
Spews a deluge of acid in a cone in front of you, causing up to @1 damage to up to 16 creatures caught in the spray.
ID: 40328^0
This banner will rally your guildmates, causing their restorative abilities up to level 40 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Dull Fine Dye to create.
ID: 40328^6
Spews a deluge of acid in a cone in front of you, causing up to @1 damage to up to 16 creatures caught in the spray.
ID: 40329^0
This banner will rally your guildmates, causing their restorative abilities up to level 40 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Sharp Fine Dye to create.
ID: 40329^6
Spews a deluge of acid in a cone in front of you, causing up to @1 damage to up to 16 creatures caught in the spray.
ID: 40330^0
This banner will rally your guildmates, causing their restorative abilities up to level 40 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40330^6
Quickens your spiritual companion, providing increased melee damage, strength, armor class, and attack speed for %z.
ID: 40331^0
This banner will rally your guildmates, causing their restorative abilities up to level 40 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Vibrant Fine Dye to create.
ID: 40331^6
Quickens your spiritual companion, providing increased melee damage, strength, armor class, and attack speed for %z.
ID: 40332^0
This banner will rally your guildmates, causing their restorative abilities up to level 60 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Dull Fancy Dye to create.
ID: 40332^6
Quickens your spiritual companion, providing increased melee damage, strength, armor class, and attack speed for %z.
ID: 40333^0
This banner will rally your guildmates, causing their restorative abilities up to level 60 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Sharp Fancy Dye to create.
ID: 40333^6
Heals allies around your target with as many as three waves of up to @1 hit points.
ID: 40334^0
This banner will rally your guildmates, causing their restorative abilities up to level 60 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40334^6
Heals allies around your target with as many as three waves of up to @1 hit points.
ID: 40335^0
This banner will rally your guildmates, causing their restorative abilities up to level 60 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Vibrant Fancy Dye to create.
ID: 40335^6
Heals allies around your target with as many as three waves of up to @1 hit points.
ID: 40336^0
This banner will rally your guildmates, causing their restorative abilities up to level 65 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Dull Ornate Dye to create.
ID: 40337^0
This banner will rally your guildmates, causing their restorative abilities up to level 65 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Sharp Ornate Dye to create.
ID: 40338^0
This banner will rally your guildmates, causing their restorative abilities up to level 65 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40339^0
This banner will rally your guildmates, causing their restorative abilities up to level 65 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Vibrant Ornate Dye to create.
ID: 40340^0
This banner will rally your guildmates, causing their restorative abilities up to level 70 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Dull Intricate Dye to create.
ID: 40341^0
This banner will rally your guildmates, causing their restorative abilities up to level 70 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Sharp Intricate Dye to create.
ID: 40342^0
This banner will rally your guildmates, causing their restorative abilities up to level 70 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40342^6
Attempts to inflict both Crippling Spasm and Restoring Counterbias on your target, for a slight penalty in mana cost.
ID: 40343^0
This banner will rally your guildmates, causing their restorative abilities up to level 70 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Vibrant Intricate Dye to create.
ID: 40343^6
Attempts to inflict both Crippling Spasm and Restoring Counterbias Rk. II on your target, for a slight penalty in mana cost.
ID: 40344^0
This banner will rally your guildmates, causing their restorative abilities up to level 75 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Dull Elaborate Dye to create.
ID: 40344^6
Attempts to inflict both Crippling Spasm and Restoring Counterbias Rk. III on your target, for a slight penalty in mana cost.
ID: 40345^0
This banner will rally your guildmates, causing their restorative abilities up to level 75 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Sharp Elaborate Dye to create.
ID: 40346^0
This banner will rally your guildmates, causing their restorative abilities up to level 75 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40347^0
This banner will rally your guildmates, causing their restorative abilities up to level 75 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Vibrant Elaborate Dye to create.
ID: 40348^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 20 by up to 2 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Dull Simple Dye to create.
ID: 40349^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 20 by up to 4 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Sharp Simple Dye to create.
ID: 40350^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 20 by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40351^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 20 by up to 8 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Vibrant Simple Dye to create.
ID: 40352^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 40 by up to 2 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Dull Fine Dye to create.
ID: 40353^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 40 by up to 4 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Sharp Fine Dye to create.
ID: 40354^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 40 by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40355^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 40 by up to 8 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Vibrant Fine Dye to create.
ID: 40356^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 60 by up to 2 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Dull Fancy Dye to create.
ID: 40357^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 60 by up to 4 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Sharp Fancy Dye to create.
ID: 40358^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 60 by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40359^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 60 by up to 8 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Vibrant Fancy Dye to create.
ID: 40360^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 65 by up to 2 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Dull Ornate Dye to create.
ID: 40361^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 65 by up to 4 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Sharp Ornate Dye to create.
ID: 40362^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 65 by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40363^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 65 by up to 8 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Vibrant Ornate Dye to create.
ID: 40363^6
Absorbs #1 percent of any magic that would take more than $1 hit points, or #2 percent of any melee strike that would take more than $2 hit points. Fades after absorbing @1 points of magical damage or @2 points of melee damage.
ID: 40364^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 70 by up to 2 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Dull Intricate Dye to create.
ID: 40364^6
Absorbs #1 percent of any magic that would take more than $1 hit points, or #2 percent of any melee strike that would take more than $2 hit points. Fades after absorbing @1 points of magical damage or @2 points of melee damage.
ID: 40365^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 70 by up to 4 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Sharp Intricate Dye to create.
ID: 40365^6
Absorbs #1 percent of any magic that would take more than $1 hit points, or #2 percent of any melee strike that would take more than $2 hit points. Fades after absorbing @1 points of magical damage or @2 points of melee damage.
ID: 40366^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 70 by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40366^6
Surrounds your body in a reflective haze, providing a @1 percent chance for all incoming spells to rebound back against the caster.
ID: 40367^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 70 by up to 8 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Vibrant Intricate Dye to create.
ID: 40367^6
Surrounds your body in a reflective haze, providing a @1 percent chance for all incoming spells to rebound back against the caster.
ID: 40368^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 75 by up to 2 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Dull Elaborate Dye to create.
ID: 40368^6
Surrounds your body in a reflective haze, providing a @1 percent chance for all incoming spells to rebound back against the caster.
ID: 40369^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 75 by up to 4 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Sharp Elaborate Dye to create.
ID: 40370^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 75 by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40371^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 75 by up to 8 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Vibrant Elaborate Dye to create.
ID: 40372^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 20 by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Dull Simple Dye to create.
ID: 40372^6
Drains your own health in order to heal your target at a rate of #4 hit points every six seconds for %z. You may not cast this spell again until its effects wear off of you.
ID: 40373^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 20 by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Sharp Simple Dye to create.
ID: 40373^6
Drains your own health in order to heal your target at a rate of #4 hit points every six seconds for %z. You may not cast this spell again until its effects wear off of you.
ID: 40374^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 20 by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40374^6
Drains your own health in order to heal your target at a rate of #4 hit points every six seconds for %z. You may not cast this spell again until its effects wear off of you.
ID: 40375^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 20 by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Vibrant Simple Dye to create.
ID: 40375^6
Drains #4 hit points every six seconds for %z in order to transfer them to another. This drain must be endured to its duration before you can cast it again.
ID: 40376^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 40 by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Dull Fine Dye to create.
ID: 40376^6
Drains #4 hit points every six seconds for %z in order to transfer them to another. This drain must be endured to its duration before you can cast it again.
ID: 40377^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 40 by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Sharp Fine Dye to create.
ID: 40377^6
Drains #4 hit points every six seconds for %z in order to transfer them to another. This drain must be endured to its duration before you can cast it again.
ID: 40378^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 40 by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40378^6
Drains your target of life energy, siphoning up to @1 hit points. Has a #3 percent chance to create a soulstone in the process.
ID: 40379^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 40 by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Vibrant Fine Dye to create.
ID: 40379^6
Drains your target of life energy, siphoning up to @1 hit points. Has a #3 percent chance to create a soulstone in the process.
ID: 40380^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 60 by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Dull Fancy Dye to create.
ID: 40380^6
Drains your target of life energy, siphoning up to @1 hit points. Has a #3 percent chance to create a soulstone in the process.
ID: 40381^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 60 by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Sharp Fancy Dye to create.
ID: 40381^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your group's wounds.
ID: 40382^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 60 by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40382^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your group's wounds.
ID: 40383^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 60 by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Vibrant Fancy Dye to create.
ID: 40383^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your group's wounds.
ID: 40384^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 65 by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Dull Ornate Dye to create.
ID: 40384^6
Heals #11 hit points every six seconds.
ID: 40385^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 65 by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Sharp Ornate Dye to create.
ID: 40385^6
Heals #11 hit points every six seconds.
ID: 40386^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 65 by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40386^6
Heals #11 hit points every six seconds.
ID: 40387^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 65 by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Vibrant Ornate Dye to create.
ID: 40387^6
Deals up to @2 damage every six seconds to non-undead targets or @3 damage every six seconds to undead targets for %z.
ID: 40388^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 70 by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Dull Intricate Dye to create.
ID: 40388^6
Deals up to @2 damage every six seconds to non-undead targets or @3 damage every six seconds to undead targets for %z.
ID: 40389^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 70 by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Sharp Intricate Dye to create.
ID: 40389^6
Deals up to @2 damage every six seconds to non-undead targets or @3 damage every six seconds to undead targets for %z.
ID: 40390^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 70 by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40390^6
Imbues your body with poison, which can add additional poison damage when you cast Damage over Time spells between level #6 and level #2. This poison will deal @5 damage to you every six seconds for %z or until 24 charges have been expended.
ID: 40391^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 70 by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Vibrant Intricate Dye to create.
ID: 40391^6
Imbues your body with poison, which can add additional poison damage when you cast Damage over Time spells between level #6 and level #2. This poison will deal @5 damage to you every six seconds for %z or until 24 charges have been expended.
ID: 40392^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 75 by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Dull Elaborate Dye to create.
ID: 40392^6
Imbues your body with poison, which can add additional poison damage when you cast Damage over Time spells between level #6 and level #2. This poison will deal @5 damage to you every six seconds for %z or until 24 charges have been expended.
ID: 40393^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 75 by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Sharp Elaborate Dye to create.
ID: 40393^6
Deals up to @1 poison damage to your target. This spell is very difficult to resist.
ID: 40394^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 75 by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40394^6
Deals up to @1 poison damage to your target. This spell is very difficult to resist.
ID: 40395^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 75 by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Vibrant Elaborate Dye to create.
ID: 40395^6
Deals up to @1 poison damage to your target. This spell is very difficult to resist.
ID: 40396^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 20 are invoked by up to 3 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Dull Simple Dye to create.
ID: 40397^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 20 are invoked by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Sharp Simple Dye to create.
ID: 40398^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 20 are invoked by up to 9 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40399^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 20 are invoked by up to 12 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Vibrant Simple Dye to create.
ID: 40400^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 40 are invoked by up to 3 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Dull Fine Dye to create.
ID: 40401^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 40 are invoked by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Sharp Fine Dye to create.
ID: 40402^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 40 are invoked by up to 9 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40403^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 40 are invoked by up to 12 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Vibrant Fine Dye to create.
ID: 40404^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 60 are invoked by up to 3 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Dull Fancy Dye to create.
ID: 40405^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 60 are invoked by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Sharp Fancy Dye to create.
ID: 40405^6
Teleports you to a relatively safe location in the current zone.
ID: 40406^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 60 are invoked by up to 9 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40406^6
Teleports you to a relatively safe location in the current zone.
ID: 40407^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 60 are invoked by up to 12 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Vibrant Fancy Dye to create.
ID: 40407^6
Teleports you to a relatively safe location in the current zone.
ID: 40408^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 65 are invoked by up to 3 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Dull Ornate Dye to create.
ID: 40408^6
Protects your body while it is in transit and slows your melee attacks. Will fade after #7 strikes, after you move #6 feet, or after %z.
ID: 40409^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 65 are invoked by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Sharp Ornate Dye to create.
ID: 40409^6
Protects your body while it is in transit and slows your melee attacks. Will fade after #7 strikes, after you move #6 feet, or after %z.
ID: 40410^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 65 are invoked by up to 9 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40410^6
Protects your body while it is in transit and slows your melee attacks. Will fade after #7 strikes, after you move #6 feet, or after %z.
ID: 40411^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 65 are invoked by up to 12 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Vibrant Ornate Dye to create.
ID: 40411^6
Blistering flame consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells, and leaves a residue that makes your target weaker to further fire-based spells.
ID: 40412^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 70 are invoked by up to 3 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Dull Intricate Dye to create.
ID: 40412^6
Blistering flame consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells, and leaves a residue that makes your target weaker to further fire-based spells.
ID: 40413^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 70 are invoked by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Sharp Intricate Dye to create.
ID: 40413^6
Blistering flame consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells, and leaves a residue that makes your target weaker to further fire-based spells.
ID: 40414^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 70 are invoked by up to 9 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40414^6
Decreases your target's resistance to fire.
ID: 40415^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 70 are invoked by up to 12 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Vibrant Intricate Dye to create.
ID: 40415^6
Covers your target in ice, causing #1 damage. This magic is more difficult to resist than most spells, and leaves a residue that makes your target weaker to further cold-based spells.
ID: 40416^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 75 are invoked by up to 3 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Dull Elaborate Dye to create.
ID: 40416^6
Covers your target in ice, causing #1 damage. This magic is more difficult to resist than most spells, and leaves a residue that makes your target weaker to further cold-based spells.
ID: 40417^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 75 are invoked by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Sharp Elaborate Dye to create.
ID: 40417^6
Covers your target in ice, causing #1 damage. This magic is more difficult to resist than most spells, and leaves a residue that makes your target weaker to further cold-based spells.
ID: 40418^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 75 are invoked by up to 9 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40418^6
Decreases your target's resistance to cold.
ID: 40419^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 75 are invoked by up to 12 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Vibrant Elaborate Dye to create.
ID: 40419^6
Calls forth a splash of pyroxene at your chosen location, causing up to #1 damage to creatures in the area. This spell will do more damage the closer your targets are to you.
ID: 40420^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 20 are invoked by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Dull Simple Dye to create.
ID: 40420^6
Calls forth a splash of pyroxene at your chosen location, causing up to #1 damage to creatures in the area. This spell will do more damage the closer your targets are to you.
ID: 40421^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 20 are invoked by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Sharp Simple Dye to create.
ID: 40421^6
Calls forth a splash of pyroxene at your chosen location, causing up to #1 damage to creatures in the area. This spell will do more damage the closer your targets are to you.
ID: 40422^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 20 are invoked by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40422^6
Permeates your target with ether, causing up to @1 damage. This magic is more difficult to resist than most spells, and leaves a residue that makes your target weaker to additional magic damage.
ID: 40423^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 20 are invoked by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Vibrant Simple Dye to create.
ID: 40423^6
Permeates your target with ether, causing up to @1 damage. This magic is more difficult to resist than most spells, and leaves a residue that makes your target weaker to additional magic damage.
ID: 40424^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 40 are invoked by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Dull Fine Dye to create.
ID: 40424^6
Permeates your target with ether, causing up to @1 damage. This magic is more difficult to resist than most spells, and leaves a residue that makes your target weaker to additional magic damage.
ID: 40425^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 40 are invoked by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Sharp Fine Dye to create.
ID: 40425^6
Decreases your target's resistance to magic.
ID: 40426^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 40 are invoked by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40426^6
Adds #1 damage to quick casting spells. If all 4 charges are used before %z passes, a large amount of mana will be returned to you. If this spell wears off naturally, you will be damaged and receive a smaller amount of damage.
ID: 40427^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 40 are invoked by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Vibrant Fine Dye to create.
ID: 40427^6
Adds #1 damage to quick casting spells. If all 4 charges are used before %z passes, a large amount of mana will be returned to you. If this spell wears off naturally, you will be damaged and receive a smaller amount of damage.
ID: 40428^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 60 are invoked by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Dull Fancy Dye to create.
ID: 40428^6
Adds #1 damage to quick casting spells. If all 4 charges are used before %z passes, a large amount of mana will be returned to you. If this spell wears off naturally, you will be damaged and receive a smaller amount of damage.
ID: 40429^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 60 are invoked by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Sharp Fancy Dye to create.
ID: 40429^6
Grants you #1 mana.
ID: 40430^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 60 are invoked by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40430^6
Grants you #1 mana.
ID: 40431^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 60 are invoked by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Vibrant Fancy Dye to create.
ID: 40431^6
Grants you #1 mana.
ID: 40432^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 65 are invoked by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Dull Ornate Dye to create.
ID: 40432^6
Grants you #1 mana and damages you for #2.
ID: 40433^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 65 are invoked by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Sharp Ornate Dye to create.
ID: 40433^6
Grants you #1 mana and damages you for #2.
ID: 40434^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 65 are invoked by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40434^6
Grants you #1 mana and damages you for #2.
ID: 40435^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 65 are invoked by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Vibrant Ornate Dye to create.
ID: 40436^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 70 are invoked by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Dull Intricate Dye to create.
ID: 40437^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 70 are invoked by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Sharp Intricate Dye to create.
ID: 40438^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 70 are invoked by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40439^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 70 are invoked by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Vibrant Intricate Dye to create.
ID: 40440^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 75 are invoked by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Dull Elaborate Dye to create.
ID: 40441^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 75 are invoked by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Sharp Elaborate Dye to create.
ID: 40441^6
Opens a gate that transports you to West Karana.
ID: 40442^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 75 are invoked by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40442^6
Opens a portal that transports your group to West Karana.
ID: 40443^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 75 are invoked by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Vibrant Elaborate Dye to create.
ID: 40443^6
Translocates your target to West Karana.
ID: 40444^0
This banner will rally your guildmates, causing their duration-based abilities up to level 20 to last up to 3 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Dull Simple Dye to create.
ID: 40444^6
Cloaks your pet in an arcane ward, which will damage any creature that strikes your pet and grant it a chance to lower its targets' resistances. This attack will reflect a prismatic ward, protecting your pet from up to two strikes.
ID: 40445^0
This banner will rally your guildmates, causing their duration-based abilities up to level 20 to last up to 6 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Sharp Simple Dye to create.
ID: 40445^6
Cloaks your pet in an arcane ward, which will damage any creature that strikes your pet and grant it a chance to lower its targets' resistances. This attack will reflect a prismatic ward, protecting your pet from up to two strikes.
ID: 40446^0
This banner will rally your guildmates, causing their duration-based abilities up to level 20 to last up to 9 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40446^6
Cloaks your pet in an arcane ward, which will damage any creature that strikes your pet and grant it a chance to lower its targets' resistances. This attack will reflect a prismatic ward, protecting your pet from up to two strikes.
ID: 40447^0
This banner will rally your guildmates, causing their duration-based abilities up to level 20 to last up to 12 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Vibrant Simple Dye to create.
ID: 40447^6
Deals up to @1 damage and decreases your target's resistance to cold, fire, magic, and poison for %z.
ID: 40448^0
This banner will rally your guildmates, causing their duration-based abilities up to level 40 to last up to 3 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Dull Fine Dye to create.
ID: 40448^6
Deals up to @1 damage and decreases your target's resistance to cold, fire, magic, and poison for %z.
ID: 40449^0
This banner will rally your guildmates, causing their duration-based abilities up to level 40 to last up to 6 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Sharp Fine Dye to create.
ID: 40449^6
Deals up to @1 damage and decreases your target's resistance to cold, fire, magic, and poison for %z.
ID: 40450^0
This banner will rally your guildmates, causing their duration-based abilities up to level 40 to last up to 9 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40450^6
Conjures a bolt of iron and hurls it at your target, causing up to @1 damage.
ID: 40451^0
This banner will rally your guildmates, causing their duration-based abilities up to level 40 to last up to 12 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Vibrant Fine Dye to create.
ID: 40451^6
Conjures a bolt of iron and hurls it at your target, causing up to @1 damage.
ID: 40452^0
This banner will rally your guildmates, causing their duration-based abilities up to level 60 to last up to 3 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Dull Fancy Dye to create.
ID: 40452^6
Conjures a bolt of iron and hurls it at your target, causing up to @1 damage.
ID: 40453^0
This banner will rally your guildmates, causing their duration-based abilities up to level 60 to last up to 6 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Sharp Fancy Dye to create.
ID: 40453^6
Summons a relentless elemental servant at a point you choose that will relentlessly attack your target for @1 seconds.
ID: 40454^0
This banner will rally your guildmates, causing their duration-based abilities up to level 60 to last up to 9 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40454^6
Summons a relentless elemental servant at a point you choose that will relentlessly attack your target for @1 seconds.
ID: 40455^0
This banner will rally your guildmates, causing their duration-based abilities up to level 60 to last up to 12 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Vibrant Fancy Dye to create.
ID: 40455^6
Summons a relentless elemental servant at a point you choose that will relentlessly attack your target for @1 seconds.
ID: 40456^0
This banner will rally your guildmates, causing their duration-based abilities up to level 65 to last up to 3 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Dull Ornate Dye to create.
ID: 40456^6
Summons group members from a small radius around your target.
ID: 40457^0
This banner will rally your guildmates, causing their duration-based abilities up to level 65 to last up to 6 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Sharp Ornate Dye to create.
ID: 40457^6
Summons group members from a small radius around your target.
ID: 40458^0
This banner will rally your guildmates, causing their duration-based abilities up to level 65 to last up to 9 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40458^6
Summons group members from a small radius around your target.
ID: 40459^0
This banner will rally your guildmates, causing their duration-based abilities up to level 65 to last up to 12 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Vibrant Ornate Dye to create.
ID: 40459^6
Summons a Cauldron of Endless Bounty, which contains all matter of wondrous items.
ID: 40460^0
This banner will rally your guildmates, causing their duration-based abilities up to level 70 to last up to 3 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Dull Intricate Dye to create.
ID: 40460^6
Summons a Cauldron of Endless Bounty, which contains all matter of wondrous items.
ID: 40461^0
This banner will rally your guildmates, causing their duration-based abilities up to level 70 to last up to 6 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Sharp Intricate Dye to create.
ID: 40461^6
Summons a Cauldron of Endless Bounty, which contains all matter of wondrous items.
ID: 40462^0
This banner will rally your guildmates, causing their duration-based abilities up to level 70 to last up to 9 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40462^6
Conjures a random item from your Cauldron of Endless Bounty.
ID: 40463^0
This banner will rally your guildmates, causing their duration-based abilities up to level 70 to last up to 12 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Vibrant Intricate Dye to create.
ID: 40463^6
Conjures a random item from your Cauldron of Endless Bounty.
ID: 40464^0
This banner will rally your guildmates, causing their duration-based abilities up to level 75 to last up to 3 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Dull Elaborate Dye to create.
ID: 40464^6
Conjures a random item from your Cauldron of Endless Bounty.
ID: 40465^0
This banner will rally your guildmates, causing their duration-based abilities up to level 75 to last up to 6 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Sharp Elaborate Dye to create.
ID: 40465^6
Summons a polished gemstone with defensive capability.
ID: 40466^0
This banner will rally your guildmates, causing their duration-based abilities up to level 75 to last up to 9 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40466^6
Summons a weapon infused with the power of light.
ID: 40467^0
This banner will rally your guildmates, causing their duration-based abilities up to level 75 to last up to 12 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Vibrant Elaborate Dye to create.
ID: 40467^6
Summons a tasty apple to eat.
ID: 40468^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 20 to last up to 5 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Dull Simple Dye to create.
ID: 40468^6
Summons a magical tea to drink.
ID: 40469^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 20 to last up to 10 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Sharp Simple Dye to create.
ID: 40469^6
Summons a shard of power that can inflict pain on others.
ID: 40470^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 20 to last up to 15 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40470^6
Summons a cloak which can render the wearer invisible.
ID: 40471^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 20 to last up to 20 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Vibrant Simple Dye to create.
ID: 40471^6
Summons a mask which can grant the wearer superior vision.
ID: 40472^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 40 to last up to 5 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Dull Fine Dye to create.
ID: 40472^6
Summons a burnished gemstone with defensive capability.
ID: 40473^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 40 to last up to 10 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Sharp Fine Dye to create.
ID: 40473^6
Summons a portal home.
ID: 40474^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 40 to last up to 15 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40474^6
Summons a trinket which can enhance the power of your summoned minions.
ID: 40475^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 40 to last up to 20 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Vibrant Fine Dye to create.
ID: 40475^6
Summons a tonic which will heal your wounds.
ID: 40476^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 60 to last up to 5 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Dull Fancy Dye to create.
ID: 40476^6
You fail to summon anything but a bit of sulfurous waste.
ID: 40477^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 60 to last up to 10 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Sharp Fancy Dye to create.
ID: 40478^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 60 to last up to 15 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40479^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 60 to last up to 20 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Vibrant Fancy Dye to create.
ID: 40480^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 65 to last up to 5 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Dull Ornate Dye to create.
ID: 40480^6
Multicolored light bursts into your target's mind, dealing #1 damage and reflecting mana back into your group.
ID: 40481^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 65 to last up to 10 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Sharp Ornate Dye to create.
ID: 40481^6
Multicolored light bursts into your target's mind, dealing #1 damage and reflecting mana back into your group.
ID: 40482^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 65 to last up to 15 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40482^6
Multicolored light bursts into your target's mind, dealing #1 damage and reflecting mana back into your group.
ID: 40483^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 65 to last up to 20 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Vibrant Ornate Dye to create.
ID: 40483^6
Refreshes you for up to #11 points of mana.
ID: 40484^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 70 to last up to 5 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Dull Intricate Dye to create.
ID: 40484^6
Refreshes you for up to #11 points of mana.
ID: 40485^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 70 to last up to 10 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Sharp Intricate Dye to create.
ID: 40485^6
Refreshes you for up to #11 points of mana.
ID: 40486^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 70 to last up to 15 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40486^6
Places a protective aegis on your target. The aegis absorbs #1 percent of incoming DoT damage up to a total of @1 points before dissipating. Requires, but does not consume, a peridot when cast.
ID: 40487^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 70 to last up to 20 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Vibrant Intricate Dye to create.
ID: 40487^6
Places a protective aegis on your target. The aegis absorbs #1 percent of incoming DoT damage up to a total of @1 points before dissipating. Requires, but does not consume, a peridot when cast.
ID: 40488^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 75 to last up to 5 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Dull Elaborate Dye to create.
ID: 40488^6
Places a protective aegis on your target. The aegis absorbs #1 percent of incoming DoT damage up to a total of @1 points before dissipating. Requires, but does not consume, a peridot when cast.
ID: 40489^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 75 to last up to 10 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Sharp Elaborate Dye to create.
ID: 40489^6
Places a protective aegis on your group. The aegis absorbs #1 percent of incoming DoT damage up to a total of @1 points before dissipating. Requires, but does not consume, a peridot when cast.
ID: 40490^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 75 to last up to 15 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40490^6
Places a protective aegis on your group. The aegis absorbs #1 percent of incoming DoT damage up to a total of @1 points before dissipating. Requires, but does not consume, a peridot when cast.
ID: 40491^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 75 to last up to 20 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Vibrant Elaborate Dye to create.
ID: 40491^6
Places a protective aegis on your group. The aegis absorbs #1 percent of incoming DoT damage up to a total of @1 points before dissipating. Requires, but does not consume, a peridot when cast.
ID: 40492^0
This banner will rally your guildmates, causing their attacks to be more precise and effective.
This banner requires a Banner Material Kit: Discipline of Cleave and a Banner Dye Kit: Vibrant Simple Dye to create.
ID: 40492^6
Infuses your minion with power, increasing their damage, maximum hit points, attack rating, armor class, and adding an additional damaging magical clash. This effect will last for %z or until it has used the clash ability 36 times.
ID: 40493^0
This banner will rally your guildmates, causing their attacks to be more precise and effective.
This banner requires a Banner Material Kit: Discipline of Cleave and a Banner Dye Kit: Vibrant Fine Dye to create.
ID: 40493^6
Infuses your minion with power, increasing their damage, attack rating, armor class, and adding an additional damaging magical clash. This effect will last for %z or until it has used the clash ability 36 times.
ID: 40494^0
This banner will rally your guildmates, causing their attacks to be more precise and effective.
This banner requires a Banner Material Kit: Discipline of Cleave and a Banner Dye Kit: Vibrant Fancy Dye to create.
ID: 40494^6
Infuses your minion with power, increasing their damage, attack rating, armor class, and adding an additional damaging magical clash. This effect will last for %z or until it has used the clash ability 36 times.
ID: 40495^0
This banner will rally your guildmates, causing their attacks to be more precise and effective.
This banner requires a Banner Material Kit: Discipline of Cleave and a Banner Dye Kit: Vibrant Ornate Dye to create.
ID: 40495^6
Multicolored flames burst into your target's mind, dealing #1 damage.
ID: 40496^0
This banner will rally your guildmates, causing their attacks to be more precise and effective.
This banner requires a Banner Material Kit: Discipline of Cleave and a Banner Dye Kit: Vibrant Intricate Dye to create.
ID: 40496^6
Multicolored flames burst into your target's mind, dealing #1 damage.
ID: 40497^0
This banner will rally your guildmates, causing their attacks to be more precise and effective.
This banner requires a Banner Material Kit: Discipline of Cleave and a Banner Dye Kit: Vibrant Elaborate Dye to create.
ID: 40497^6
Multicolored flames burst into your target's mind, dealing #1 damage.
ID: 40498^0
This banner will rally your guildmates, causing them to double-strike an opponent more frequently.
This banner requires a Banner Material Kit: Discipline of Ferocity and a Banner Dye Kit: Vibrant Simple Dye to create.
ID: 40498^6
Distracts opponents surrounding your target with a glance, causing them to become dazed for up to %z and to forget most of their hatred for you. This spell works on creatures up to level @1. This spell is difficult to resist, but can only be invoked after a rest interval.
ID: 40499^0
This banner will rally your guildmates, causing them to double-strike an opponent more frequently.
This banner requires a Banner Material Kit: Discipline of Ferocity and a Banner Dye Kit: Vibrant Fine Dye to create.
ID: 40499^6
Distracts opponents surrounding your target with a glance, causing them to become dazed for up to %z and to forget most of their hatred for you. This spell works on creatures up to level @1. This spell is difficult to resist, but can only be invoked after a rest interval.
ID: 40500^0
This banner will rally your guildmates, causing them to double-strike an opponent more frequently.
This banner requires a Banner Material Kit: Discipline of Ferocity and a Banner Dye Kit: Vibrant Fancy Dye to create.
ID: 40500^6
Distracts opponents surrounding your target with a glance, causing them to become dazed for up to %z and to forget most of their hatred for you. This spell works on creatures up to level @1. This spell is difficult to resist, but can only be invoked after a rest interval.
ID: 40501^0
This banner will rally your guildmates, causing them to double-strike an opponent more frequently.
This banner requires a Banner Material Kit: Discipline of Ferocity and a Banner Dye Kit: Vibrant Ornate Dye to create.
ID: 40502^0
This banner will rally your guildmates, causing them to double-strike an opponent more frequently.
This banner requires a Banner Material Kit: Discipline of Ferocity and a Banner Dye Kit: Vibrant Intricate Dye to create.
ID: 40503^0
This banner will rally your guildmates, causing them to double-strike an opponent more frequently.
This banner requires a Banner Material Kit: Discipline of Ferocity and a Banner Dye Kit: Vibrant Elaborate Dye to create.
ID: 40504^0
This banner will rally your guildmates, causing them to be more accurate with their ranged attacks.
This banner requires a Banner Material Kit: Discipline of Sharpshooting and a Banner Dye Kit: Vibrant Simple Dye to create.
ID: 40505^0
This banner will rally your guildmates, causing them to be more accurate with their ranged attacks.
This banner requires a Banner Material Kit: Discipline of Sharpshooting and a Banner Dye Kit: Vibrant Fine Dye to create.
ID: 40506^0
This banner will rally your guildmates, causing them to be more accurate with their ranged attacks.
This banner requires a Banner Material Kit: Discipline of Sharpshooting and a Banner Dye Kit: Vibrant Fancy Dye to create.
ID: 40507^0
This banner will rally your guildmates, causing them to be more accurate with their ranged attacks.
This banner requires a Banner Material Kit: Discipline of Sharpshooting and a Banner Dye Kit: Vibrant Ornate Dye to create.
ID: 40508^0
This banner will rally your guildmates, causing them to be more accurate with their ranged attacks.
This banner requires a Banner Material Kit: Discipline of Sharpshooting and a Banner Dye Kit: Vibrant Intricate Dye to create.
ID: 40509^0
This banner will rally your guildmates, causing them to be more accurate with their ranged attacks.
This banner requires a Banner Material Kit: Discipline of Sharpshooting and a Banner Dye Kit: Vibrant Elaborate Dye to create.
ID: 40510^0
This banner will rally your guildmates, causing them to be more evasive during combative situations.
This banner requires a Banner Material Kit: Discipline of Evasion and a Banner Dye Kit: Vibrant Simple Dye to create.
ID: 40511^0
This banner will rally your guildmates, causing them to be more evasive during combative situations.
This banner requires a Banner Material Kit: Discipline of Evasion and a Banner Dye Kit: Vibrant Fine Dye to create.
ID: 40511^6
Pure light blasts your target, dealing #1 damage.
ID: 40512^0
This banner will rally your guildmates, causing them to be more evasive during combative situations.
This banner requires a Banner Material Kit: Discipline of Evasion and a Banner Dye Kit: Vibrant Fancy Dye to create.
ID: 40512^6
Ethereal light blasts your target, dealing #1 damage.
ID: 40513^0
This banner will rally your guildmates, causing them to be more evasive during combative situations.
This banner requires a Banner Material Kit: Discipline of Evasion and a Banner Dye Kit: Vibrant Ornate Dye to create.
ID: 40514^0
This banner will rally your guildmates, causing them to be more evasive during combative situations.
This banner requires a Banner Material Kit: Discipline of Evasion and a Banner Dye Kit: Vibrant Intricate Dye to create.
ID: 40515^0
This banner will rally your guildmates, causing them to be more evasive during combative situations.
This banner requires a Banner Material Kit: Discipline of Evasion and a Banner Dye Kit: Vibrant Elaborate Dye to create.
ID: 40516^0
This banner will rally your guildmates, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Banner Material Kit: Discipline of Prevention and a Banner Dye Kit: Vibrant Simple Dye to create.
ID: 40516^6
Strikes a single target with a flurry of melee attacks.
ID: 40517^0
This banner will rally your guildmates, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Banner Material Kit: Discipline of Prevention and a Banner Dye Kit: Vibrant Fine Dye to create.
ID: 40517^6
Strikes a single target with a flurry of melee attacks.
ID: 40518^0
This banner will rally your guildmates, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Banner Material Kit: Discipline of Prevention and a Banner Dye Kit: Vibrant Fancy Dye to create.
ID: 40518^6
Strikes a single target with a flurry of melee attacks.
ID: 40519^0
This banner will rally your guildmates, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Banner Material Kit: Discipline of Prevention and a Banner Dye Kit: Vibrant Ornate Dye to create.
ID: 40519^6
You accept the spirit of the monkey, increasing your chance to dodge by #7 for up to %z.
ID: 40520^0
This banner will rally your guildmates, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Banner Material Kit: Discipline of Prevention and a Banner Dye Kit: Vibrant Intricate Dye to create.
ID: 40520^6
You accept the spirit of the monkey, increasing your chance to dodge by #7 for up to %z.
ID: 40521^0
This banner will rally your guildmates, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Banner Material Kit: Discipline of Prevention and a Banner Dye Kit: Vibrant Elaborate Dye to create.
ID: 40521^6
You accept the spirit of the monkey, increasing your chance to dodge by #7 for up to %z.
ID: 40522^0
This banner will rally your guildmates, infusing them with up to 15 strength.
This banner requires a Banner Material Kit: Aura of Strength and a Banner Dye Kit: Dull Simple Dye to create.
ID: 40522^6
Casts both Spiritual Vindication and Spiritual Evolution on your group.
ID: 40523^0
This banner will rally your guildmates, infusing them with up to 30 strength.
This banner requires a Banner Material Kit: Aura of Strength and a Banner Dye Kit: Dull Fine Dye to create.
ID: 40523^6
Casts both Spiritual Vindication Rk. II and Spiritual Evolution Rk. II on your group.
ID: 40524^0
This banner will rally your guildmates, infusing them with up to 45 strength.
This banner requires a Banner Material Kit: Aura of Strength and a Banner Dye Kit: Dull Fancy Dye to create.
ID: 40524^6
Casts both Spiritual Vindication Rk. III and Spiritual Evolution Rk. III on your group.
ID: 40525^0
This banner will rally your guildmates, infusing them with up to 60 strength.
This banner requires a Banner Material Kit: Aura of Strength and a Banner Dye Kit: Dull Ornate Dye to create.
ID: 40525^6
Grants your warder a fatiguing bite, increasing their dexterity and giving them a chance to perform an attack with a protective reflection that can restore endurance to your group. This effect will fade after 20 reflections.
ID: 40526^0
This banner will rally your guildmates, infusing them with up to 75 strength.
This banner requires a Banner Material Kit: Aura of Strength and a Banner Dye Kit: Dull Intricate Dye to create.
ID: 40526^6
Grants your warder a fatiguing bite, increasing their dexterity and giving them a chance to perform an attack with a protective reflection that can restore endurance to your group. This effect will fade after 20 reflections.
ID: 40527^0
This banner will rally your guildmates, infusing them with up to 90 strength.
This banner requires a Banner Material Kit: Aura of Strength and a Banner Dye Kit: Dull Elaborate Dye to create.
ID: 40527^6
Grants your warder a fatiguing bite, increasing their dexterity and giving them a chance to perform an attack with a protective reflection that can restore endurance to your group. This effect will fade after 20 reflections.
ID: 40528^0
This banner will rally your guildmates, infusing them with up to 105 strength.
This banner requires a Banner Material Kit: Aura of Strength and a Banner Dye Kit: Dull Elegant Dye to create.
ID: 40528^6
Wounds your target, dealing #1 damage initially and #2 damage every 6 seconds for up to %z. Reflects an endurance refreshment on its owner's group.
ID: 40529^0
This banner will rally your guildmates, infusing them with up to 120 strength.
This banner requires a Banner Material Kit: Aura of Strength and a Banner Dye Kit: Dull Extravagant Dye to create.
ID: 40529^6
Wounds your target, dealing #1 damage initially and #2 damage every 6 seconds for up to %z. Reflects an endurance refreshment on its owner's group.
ID: 40530^0
This banner will rally your guildmates, infusing them with up to 135 strength.
This banner requires a Banner Material Kit: Aura of Strength and a Banner Dye Kit: Dull Embroidered Dye to create.
ID: 40530^6
Wounds your target, dealing #1 damage initially and #2 damage every 6 seconds for up to %z. Reflects an endurance refreshment on its owner's group.
ID: 40531^0
This banner will rally your guildmates, infusing them with up to 150 strength.
This banner requires a Banner Material Kit: Aura of Strength and a Banner Dye Kit: Dull Formal Dye to create.
ID: 40531^6
Grants your warder the effects of both Extraordinary Velocity and Spirit of Nak.
ID: 40532^0
This banner will rally your guildmates, infusing them with up to 15 stamina.
This banner requires a Banner Material Kit: Aura of Stamina and a Banner Dye Kit: Dull Simple Dye to create.
ID: 40532^6
Grants your warder the effects of both Extraordinary Velocity Rk. II and Spirit of Nak Rk. II.
ID: 40533^0
This banner will rally your guildmates, infusing them with up to 30 stamina.
This banner requires a Banner Material Kit: Aura of Stamina and a Banner Dye Kit: Dull Fine Dye to create.
ID: 40533^6
Grants your warder the effects of both Extraordinary Velocity Rk. III and Spirit of Nak Rk. III.
ID: 40534^0
This banner will rally your guildmates, infusing them with up to 45 stamina.
This banner requires a Banner Material Kit: Aura of Stamina and a Banner Dye Kit: Dull Fancy Dye to create.
ID: 40534^6
Restores #1 endurance to group members near the caster.
ID: 40535^0
This banner will rally your guildmates, infusing them with up to 60 stamina.
This banner requires a Banner Material Kit: Aura of Stamina and a Banner Dye Kit: Dull Ornate Dye to create.
ID: 40535^6
Restores #1 endurance to group members near the caster.
ID: 40536^0
This banner will rally your guildmates, infusing them with up to 75 stamina.
This banner requires a Banner Material Kit: Aura of Stamina and a Banner Dye Kit: Dull Intricate Dye to create.
ID: 40536^6
Restores #1 endurance to group members near the caster.
ID: 40537^0
This banner will rally your guildmates, infusing them with up to 90 stamina.
This banner requires a Banner Material Kit: Aura of Stamina and a Banner Dye Kit: Dull Elaborate Dye to create.
ID: 40538^0
This banner will rally your guildmates, infusing them with up to 105 stamina.
This banner requires a Banner Material Kit: Aura of Stamina and a Banner Dye Kit: Dull Elegant Dye to create.
ID: 40539^0
This banner will rally your guildmates, infusing them with up to 120 stamina.
This banner requires a Banner Material Kit: Aura of Stamina and a Banner Dye Kit: Dull Extravagant Dye to create.
ID: 40540^0
This banner will rally your guildmates, infusing them with up to 135 stamina.
This banner requires a Banner Material Kit: Aura of Stamina and a Banner Dye Kit: Dull Embroidered Dye to create.
ID: 40541^0
This banner will rally your guildmates, infusing them with up to 150 stamina.
This banner requires a Banner Material Kit: Aura of Stamina and a Banner Dye Kit: Dull Formal Dye to create.
ID: 40542^0
This banner will rally your guildmates, infusing them with up to 15 dexterity.
This banner requires a Banner Material Kit: Aura of Dexterity and a Banner Dye Kit: Dull Simple Dye to create.
ID: 40543^0
This banner will rally your guildmates, infusing them with up to 30 dexterity.
This banner requires a Banner Material Kit: Aura of Dexterity and a Banner Dye Kit: Dull Fine Dye to create.
ID: 40544^0
This banner will rally your guildmates, infusing them with up to 45 dexterity.
This banner requires a Banner Material Kit: Aura of Dexterity and a Banner Dye Kit: Dull Fancy Dye to create.
ID: 40545^0
This banner will rally your guildmates, infusing them with up to 60 dexterity.
This banner requires a Banner Material Kit: Aura of Dexterity and a Banner Dye Kit: Dull Ornate Dye to create.
ID: 40546^0
This banner will rally your guildmates, infusing them with up to 75 dexterity.
This banner requires a Banner Material Kit: Aura of Dexterity and a Banner Dye Kit: Dull Intricate Dye to create.
ID: 40547^0
This banner will rally your guildmates, infusing them with up to 90 dexterity.
This banner requires a Banner Material Kit: Aura of Dexterity and a Banner Dye Kit: Dull Elaborate Dye to create.
ID: 40548^0
This banner will rally your guildmates, infusing them with up to 105 dexterity.
This banner requires a Banner Material Kit: Aura of Dexterity and a Banner Dye Kit: Dull Elegant Dye to create.
ID: 40549^0
This banner will rally your guildmates, infusing them with up to 120 dexterity.
This banner requires a Banner Material Kit: Aura of Dexterity and a Banner Dye Kit: Dull Extravagant Dye to create.
ID: 40549^6
You wound yourself, reducing your maximum hit points and bleeding for a period of time. The pain sharpens your reflexes, making you more likely to riposte attacks and avoid getting riposted yourself.
ID: 40550^0
This banner will rally your guildmates, infusing them with up to 135 dexterity.
This banner requires a Banner Material Kit: Aura of Dexterity and a Banner Dye Kit: Dull Embroidered Dye to create.
ID: 40550^6
You wound yourself, reducing your maximum hit points and bleeding for a period of time. The pain sharpens your reflexes, making you more likely to riposte attacks and avoid getting riposted yourself.
ID: 40551^0
This banner will rally your guildmates, infusing them with up to 150 dexterity.
This banner requires a Banner Material Kit: Aura of Dexterity and a Banner Dye Kit: Dull Formal Dye to create.
ID: 40551^6
You wound yourself, reducing your maximum hit points and bleeding for a period of time. The pain sharpens your reflexes, making you more likely to riposte attacks and avoid getting riposted yourself.
ID: 40552^0
This banner will rally your guildmates, infusing them with up to 15 agility.
This banner requires a Banner Material Kit: Aura of Agility and a Banner Dye Kit: Dull Simple Dye to create.
ID: 40552^6
Your wounds reduce your maximum hit points and deal up to @1 damage every six seconds for %z. The pain sharpens your reflexes, making you more likely to riposte or dodge incoming attacks.
ID: 40553^0
This banner will rally your guildmates, infusing them with up to 30 agility.
This banner requires a Banner Material Kit: Aura of Agility and a Banner Dye Kit: Dull Fine Dye to create.
ID: 40553^6
Your wounds reduce your maximum hit points and deal up to @1 damage every six seconds for %z. The pain sharpens your reflexes, making you more likely to riposte or dodge incoming attacks.
ID: 40554^0
This banner will rally your guildmates, infusing them with up to 45 agility.
This banner requires a Banner Material Kit: Aura of Agility and a Banner Dye Kit: Dull Fancy Dye to create.
ID: 40554^6
Your wounds reduce your maximum hit points and deal up to @1 damage every six seconds for %z. The pain sharpens your reflexes, making you more likely to riposte or dodge incoming attacks.
ID: 40555^0
This banner will rally your guildmates, infusing them with up to 60 agility.
This banner requires a Banner Material Kit: Aura of Agility and a Banner Dye Kit: Dull Ornate Dye to create.
ID: 40555^6
By tempering your rage, you can hold on to it longer, adding the chance for additional melee attacks for a period of time. There is a chance these attacks will refresh your rage.
ID: 40556^0
This banner will rally your guildmates, infusing them with up to 75 agility.
This banner requires a Banner Material Kit: Aura of Agility and a Banner Dye Kit: Dull Intricate Dye to create.
ID: 40556^6
By tempering your rage, you can hold on to it longer, adding the chance for additional melee attacks for a period of time. There is a chance these attacks will refresh your rage.
ID: 40557^0
This banner will rally your guildmates, infusing them with up to 90 agility.
This banner requires a Banner Material Kit: Aura of Agility and a Banner Dye Kit: Dull Elaborate Dye to create.
ID: 40557^6
By tempering your rage, you can hold on to it longer, adding the chance for additional melee attacks for a period of time. There is a chance these attacks will refresh your rage.
ID: 40558^0
This banner will rally your guildmates, infusing them with up to 105 agility.
This banner requires a Banner Material Kit: Aura of Agility and a Banner Dye Kit: Dull Elegant Dye to create.
ID: 40558^6
Adds the chance for additional melee attacks each time you swing your weapon for %z. There is a small chance these attacks will rekindle your rage, extending its duration.
ID: 40559^0
This banner will rally your guildmates, infusing them with up to 120 agility.
This banner requires a Banner Material Kit: Aura of Agility and a Banner Dye Kit: Dull Extravagant Dye to create.
ID: 40559^6
Adds the chance for additional melee attacks each time you swing your weapon for %z. There is a small chance these attacks will rekindle your rage, extending its duration.
ID: 40560^0
This banner will rally your guildmates, infusing them with up to 135 agility.
This banner requires a Banner Material Kit: Aura of Agility and a Banner Dye Kit: Dull Embroidered Dye to create.
ID: 40560^6
Adds the chance for additional melee attacks each time you swing your weapon for %z. There is a small chance these attacks will rekindle your rage, extending its duration.
ID: 40561^0
This banner will rally your guildmates, infusing them with up to 150 agility.
This banner requires a Banner Material Kit: Aura of Agility and a Banner Dye Kit: Dull Formal Dye to create.
ID: 40561^6
Adds two extra melee attacks and has a #1 percent chance to refresh your rage ability.
ID: 40562^0
This banner will rally your guildmates, infusing them with up to 7 intelligence.
This banner requires a Banner Material Kit: Aura of Intelligence and a Banner Dye Kit: Dull Simple Dye to create.
ID: 40562^6
Adds two extra melee attacks and has a #1 percent chance to refresh your rage ability.
ID: 40563^0
This banner will rally your guildmates, infusing them with up to 14 intelligence.
This banner requires a Banner Material Kit: Aura of Intelligence and a Banner Dye Kit: Dull Fine Dye to create.
ID: 40563^6
Adds two extra melee attacks and has a #1 percent chance to refresh your rage ability.
ID: 40564^0
This banner will rally your guildmates, infusing them with up to 21 intelligence.
This banner requires a Banner Material Kit: Aura of Intelligence and a Banner Dye Kit: Dull Fancy Dye to create.
ID: 40564^6
You contact a version of yourself from another thread of reality. This version of you will attack your target repeatedly.
ID: 40565^0
This banner will rally your guildmates, infusing them with up to 28 intelligence.
This banner requires a Banner Material Kit: Aura of Intelligence and a Banner Dye Kit: Dull Ornate Dye to create.
ID: 40565^6
You contact a version of yourself from another thread of reality. This version of you will attack your target repeatedly.
ID: 40566^0
This banner will rally your guildmates, infusing them with up to 35 intelligence.
This banner requires a Banner Material Kit: Aura of Intelligence and a Banner Dye Kit: Dull Intricate Dye to create.
ID: 40566^6
You contact a version of yourself from another thread of reality. This version of you will attack your target repeatedly.
ID: 40567^0
This banner will rally your guildmates, infusing them with up to 42 intelligence.
This banner requires a Banner Material Kit: Aura of Intelligence and a Banner Dye Kit: Dull Elaborate Dye to create.
ID: 40567^6
Strikes your opponent with a quick succession of slashes.
ID: 40568^0
This banner will rally your guildmates, infusing them with up to 49 intelligence.
This banner requires a Banner Material Kit: Aura of Intelligence and a Banner Dye Kit: Dull Elegant Dye to create.
ID: 40568^6
Strikes your opponent with a quick succession of slashes.
ID: 40569^0
This banner will rally your guildmates, infusing them with up to 56 intelligence.
This banner requires a Banner Material Kit: Aura of Intelligence and a Banner Dye Kit: Dull Extravagant Dye to create.
ID: 40569^6
Strikes your opponent with a quick succession of slashes.
ID: 40570^0
This banner will rally your guildmates, infusing them with up to 63 intelligence.
This banner requires a Banner Material Kit: Aura of Intelligence and a Banner Dye Kit: Dull Embroidered Dye to create.
ID: 40570^6
Focuses your mind to instantly retaliate with a stunning blow if you are struck by a particularly large melee strike.
ID: 40571^0
This banner will rally your guildmates, infusing them with up to 70 intelligence.
This banner requires a Banner Material Kit: Aura of Intelligence and a Banner Dye Kit: Dull Formal Dye to create.
ID: 40571^6
Focuses your mind to instantly retaliate with a stunning blow if you are struck by a particularly large melee strike.
ID: 40572^0
This banner will rally your guildmates, infusing them with up to 7 wisdom.
This banner requires a Banner Material Kit: Aura of Wisdom and a Banner Dye Kit: Dull Simple Dye to create.
ID: 40572^6
Focuses your mind to instantly retaliate with a stunning blow if you are struck by a particularly large melee strike.
ID: 40573^0
This banner will rally your guildmates, infusing them with up to 14 wisdom.
This banner requires a Banner Material Kit: Aura of Wisdom and a Banner Dye Kit: Dull Fine Dye to create.
ID: 40573^6
Focuses your mind to instantly retaliate with a stunning blow if you are struck by a particularly large melee strike.
ID: 40574^0
This banner will rally your guildmates, infusing them with up to 21 wisdom.
This banner requires a Banner Material Kit: Aura of Wisdom and a Banner Dye Kit: Dull Fancy Dye to create.
ID: 40574^6
Focuses your mind to instantly retaliate with a stunning blow if you are struck by a particularly large melee strike.
ID: 40575^0
This banner will rally your guildmates, infusing them with up to 28 wisdom.
This banner requires a Banner Material Kit: Aura of Wisdom and a Banner Dye Kit: Dull Ornate Dye to create.
ID: 40575^6
Focuses your mind to instantly retaliate with a stunning blow if you are struck by a particularly large melee strike.
ID: 40576^0
This banner will rally your guildmates, infusing them with up to 35 wisdom.
This banner requires a Banner Material Kit: Aura of Wisdom and a Banner Dye Kit: Dull Intricate Dye to create.
ID: 40576^6
Stuns all enemy targets around you. Affects targets up to level @1.
ID: 40577^0
This banner will rally your guildmates, infusing them with up to 42 wisdom.
This banner requires a Banner Material Kit: Aura of Wisdom and a Banner Dye Kit: Dull Elaborate Dye to create.
ID: 40577^6
Stuns all enemy targets around you. Affects targets up to level @1.
ID: 40578^0
This banner will rally your guildmates, infusing them with up to 49 wisdom.
This banner requires a Banner Material Kit: Aura of Wisdom and a Banner Dye Kit: Dull Elegant Dye to create.
ID: 40578^6
Stuns all enemy targets around you. Affects targets up to level @1.
ID: 40579^0
This banner will rally your guildmates, infusing them with up to 56 wisdom.
This banner requires a Banner Material Kit: Aura of Wisdom and a Banner Dye Kit: Dull Extravagant Dye to create.
ID: 40579^6
Attacks up to four targets in front of you with two axe strikes.
ID: 40580^0
This banner will rally your guildmates, infusing them with up to 63 wisdom.
This banner requires a Banner Material Kit: Aura of Wisdom and a Banner Dye Kit: Dull Embroidered Dye to create.
ID: 40580^6
Attacks up to four targets in front of you with two axe strikes.
ID: 40581^0
This banner will rally your guildmates, infusing them with up to 70 wisdom.
This banner requires a Banner Material Kit: Aura of Wisdom and a Banner Dye Kit: Dull Formal Dye to create.
ID: 40581^6
Attacks up to four targets in front of you with two axe strikes.
ID: 40582^0
This banner will rally your guildmates, infusing them with up to 15 charisma.
This banner requires a Banner Material Kit: Aura of Charisma and a Banner Dye Kit: Dull Simple Dye to create.
ID: 40583^0
This banner will rally your guildmates, infusing them with up to 30 charisma.
This banner requires a Banner Material Kit: Aura of Charisma and a Banner Dye Kit: Dull Fine Dye to create.
ID: 40584^0
This banner will rally your guildmates, infusing them with up to 45 charisma.
This banner requires a Banner Material Kit: Aura of Charisma and a Banner Dye Kit: Dull Fancy Dye to create.
ID: 40585^0
This banner will rally your guildmates, infusing them with up to 60 charisma.
This banner requires a Banner Material Kit: Aura of Charisma and a Banner Dye Kit: Dull Ornate Dye to create.
ID: 40586^0
This banner will rally your guildmates, infusing them with up to 75 charisma.
This banner requires a Banner Material Kit: Aura of Charisma and a Banner Dye Kit: Dull Intricate Dye to create.
ID: 40587^0
This banner will rally your guildmates, infusing them with up to 90 charisma.
This banner requires a Banner Material Kit: Aura of Charisma and a Banner Dye Kit: Dull Elaborate Dye to create.
ID: 40588^0
This banner will rally your guildmates, infusing them with up to 105 charisma.
This banner requires a Banner Material Kit: Aura of Charisma and a Banner Dye Kit: Dull Elegant Dye to create.
ID: 40589^0
This banner will rally your guildmates, infusing them with up to 120 charisma.
This banner requires a Banner Material Kit: Aura of Charisma and a Banner Dye Kit: Dull Extravagant Dye to create.
ID: 40590^0
This banner will rally your guildmates, infusing them with up to 135 charisma.
This banner requires a Banner Material Kit: Aura of Charisma and a Banner Dye Kit: Dull Embroidered Dye to create.
ID: 40591^0
This banner will rally your guildmates, infusing them with up to 150 charisma.
This banner requires a Banner Material Kit: Aura of Charisma and a Banner Dye Kit: Dull Formal Dye to create.
ID: 40592^0
This banner will rally your guildmates, infusing them with up to 15 resistance to magic.
This banner requires a Banner Material Kit: Aura of Magic and a Banner Dye Kit: Sharp Simple Dye to create.
ID: 40593^0
This banner will rally your guildmates, infusing them with up to 30 resistance to magic.
This banner requires a Banner Material Kit: Aura of Magic and a Banner Dye Kit: Sharp Fine Dye to create.
ID: 40594^0
This banner will rally your guildmates, infusing them with up to 45 resistance to magic.
This banner requires a Banner Material Kit: Aura of Magic and a Banner Dye Kit: Sharp Fancy Dye to create.
ID: 40595^0
This banner will rally your guildmates, infusing them with up to 60 resistance to magic.
This banner requires a Banner Material Kit: Aura of Magic and a Banner Dye Kit: Sharp Ornate Dye to create.
ID: 40596^0
This banner will rally your guildmates, infusing them with up to 75 resistance to magic.
This banner requires a Banner Material Kit: Aura of Magic and a Banner Dye Kit: Sharp Intricate Dye to create.
ID: 40596^6
Attempts to temporally shift the chrysalis into the present and allow it to hatch.
ID: 40597^0
This banner will rally your guildmates, infusing them with up to 90 resistance to magic.
This banner requires a Banner Material Kit: Aura of Magic and a Banner Dye Kit: Sharp Elaborate Dye to create.
ID: 40598^0
This banner will rally your guildmates, infusing them with up to 105 resistance to magic.
This banner requires a Banner Material Kit: Aura of Magic and a Banner Dye Kit: Sharp Elegant Dye to create.
ID: 40598^6
Summons an appropriate piece of Defiant Armor for the caster.
ID: 40599^0
This banner will rally your guildmates, infusing them with up to 120 resistance to magic.
This banner requires a Banner Material Kit: Aura of Magic and a Banner Dye Kit: Sharp Extravagant Dye to create.
ID: 40599^6
Unsheaths an appropriate weapon for the caster.
ID: 40600^0
This banner will rally your guildmates, infusing them with up to 135 resistance to magic.
This banner requires a Banner Material Kit: Aura of Magic and a Banner Dye Kit: Sharp Embroidered Dye to create.
ID: 40601^0
This banner will rally your guildmates, infusing them with up to 150 resistance to magic.
This banner requires a Banner Material Kit: Aura of Magic and a Banner Dye Kit: Sharp Formal Dye to create.
ID: 40602^0
This banner will rally your guildmates, infusing them with up to 15 resistance to fire.
This banner requires a Banner Material Kit: Aura of Flame and a Banner Dye Kit: Sharp Simple Dye to create.
ID: 40603^0
This banner will rally your guildmates, infusing them with up to 30 resistance to fire.
This banner requires a Banner Material Kit: Aura of Flame and a Banner Dye Kit: Sharp Fine Dye to create.
ID: 40604^0
This banner will rally your guildmates, infusing them with up to 45 resistance to fire.
This banner requires a Banner Material Kit: Aura of Flame and a Banner Dye Kit: Sharp Fancy Dye to create.
ID: 40605^0
This banner will rally your guildmates, infusing them with up to 60 resistance to fire.
This banner requires a Banner Material Kit: Aura of Flame and a Banner Dye Kit: Sharp Ornate Dye to create.
ID: 40606^0
This banner will rally your guildmates, infusing them with up to 75 resistance to fire.
This banner requires a Banner Material Kit: Aura of Flame and a Banner Dye Kit: Sharp Intricate Dye to create.
ID: 40607^0
This banner will rally your guildmates, infusing them with up to 90 resistance to fire.
This banner requires a Banner Material Kit: Aura of Flame and a Banner Dye Kit: Sharp Elaborate Dye to create.
ID: 40608^0
This banner will rally your guildmates, infusing them with up to 105 resistance to fire.
This banner requires a Banner Material Kit: Aura of Flame and a Banner Dye Kit: Sharp Elegant Dye to create.
ID: 40609^0
This banner will rally your guildmates, infusing them with up to 120 resistance to fire.
This banner requires a Banner Material Kit: Aura of Flame and a Banner Dye Kit: Sharp Extravagant Dye to create.
ID: 40610^0
This banner will rally your guildmates, infusing them with up to 135 resistance to fire.
This banner requires a Banner Material Kit: Aura of Flame and a Banner Dye Kit: Sharp Embroidered Dye to create.
ID: 40611^0
This banner will rally your guildmates, infusing them with up to 150 resistance to fire.
This banner requires a Banner Material Kit: Aura of Flame and a Banner Dye Kit: Sharp Formal Dye to create.
ID: 40612^0
This banner will rally your guildmates, infusing them with up to 15 resistance to cold.
This banner requires a Banner Material Kit: Aura of Frost and a Banner Dye Kit: Sharp Simple Dye to create.
ID: 40613^0
This banner will rally your guildmates, infusing them with up to 30 resistance to cold.
This banner requires a Banner Material Kit: Aura of Frost and a Banner Dye Kit: Sharp Fine Dye to create.
ID: 40614^0
This banner will rally your guildmates, infusing them with up to 45 resistance to cold.
This banner requires a Banner Material Kit: Aura of Frost and a Banner Dye Kit: Sharp Fancy Dye to create.
ID: 40615^0
This banner will rally your guildmates, infusing them with up to 60 resistance to cold.
This banner requires a Banner Material Kit: Aura of Frost and a Banner Dye Kit: Sharp Ornate Dye to create.
ID: 40616^0
This banner will rally your guildmates, infusing them with up to 75 resistance to cold.
This banner requires a Banner Material Kit: Aura of Frost and a Banner Dye Kit: Sharp Intricate Dye to create.
ID: 40617^0
This banner will rally your guildmates, infusing them with up to 90 resistance to cold.
This banner requires a Banner Material Kit: Aura of Frost and a Banner Dye Kit: Sharp Elaborate Dye to create.
ID: 40618^0
This banner will rally your guildmates, infusing them with up to 105 resistance to cold.
This banner requires a Banner Material Kit: Aura of Frost and a Banner Dye Kit: Sharp Elegant Dye to create.
ID: 40619^0
This banner will rally your guildmates, infusing them with up to 120 resistance to cold.
This banner requires a Banner Material Kit: Aura of Frost and a Banner Dye Kit: Sharp Extravagant Dye to create.
ID: 40620^0
This banner will rally your guildmates, infusing them with up to 135 resistance to cold.
This banner requires a Banner Material Kit: Aura of Frost and a Banner Dye Kit: Sharp Embroidered Dye to create.
ID: 40621^0
This banner will rally your guildmates, infusing them with up to 150 resistance to cold.
This banner requires a Banner Material Kit: Aura of Frost and a Banner Dye Kit: Sharp Formal Dye to create.
ID: 40622^0
This banner will rally your guildmates, infusing them with up to 15 resistance to poison.
This banner requires a Banner Material Kit: Aura of Poison and a Banner Dye Kit: Sharp Simple Dye to create.
ID: 40622^6
This effect grants the owner the ability to enhance their guild banner's appearance.
ID: 40623^0
This banner will rally your guildmates, infusing them with up to 30 resistance to poison.
This banner requires a Banner Material Kit: Aura of Poison and a Banner Dye Kit: Sharp Fine Dye to create.
ID: 40624^0
This banner will rally your guildmates, infusing them with up to 45 resistance to poison.
This banner requires a Banner Material Kit: Aura of Poison and a Banner Dye Kit: Sharp Fancy Dye to create.
ID: 40625^0
This banner will rally your guildmates, infusing them with up to 60 resistance to poison.
This banner requires a Banner Material Kit: Aura of Poison and a Banner Dye Kit: Sharp Ornate Dye to create.
ID: 40626^0
This banner will rally your guildmates, infusing them with up to 75 resistance to poison.
This banner requires a Banner Material Kit: Aura of Poison and a Banner Dye Kit: Sharp Intricate Dye to create.
ID: 40627^0
This banner will rally your guildmates, infusing them with up to 90 resistance to poison.
This banner requires a Banner Material Kit: Aura of Poison and a Banner Dye Kit: Sharp Elaborate Dye to create.
ID: 40628^0
This banner will rally your guildmates, infusing them with up to 105 resistance to poison.
This banner requires a Banner Material Kit: Aura of Poison and a Banner Dye Kit: Sharp Elegant Dye to create.
ID: 40629^0
This banner will rally your guildmates, infusing them with up to 120 resistance to poison.
This banner requires a Banner Material Kit: Aura of Poison and a Banner Dye Kit: Sharp Extravagant Dye to create.
ID: 40630^0
This banner will rally your guildmates, infusing them with up to 135 resistance to poison.
This banner requires a Banner Material Kit: Aura of Poison and a Banner Dye Kit: Sharp Embroidered Dye to create.
ID: 40631^0
This banner will rally your guildmates, infusing them with up to 150 resistance to poison.
This banner requires a Banner Material Kit: Aura of Poison and a Banner Dye Kit: Sharp Formal Dye to create.
ID: 40632^0
This banner will rally your guildmates, infusing them with up to 15 resistance to disease.
This banner requires a Banner Material Kit: Aura of Disease and a Banner Dye Kit: Sharp Simple Dye to create.
ID: 40633^0
This banner will rally your guildmates, infusing them with up to 30 resistance to disease.
This banner requires a Banner Material Kit: Aura of Disease and a Banner Dye Kit: Sharp Fine Dye to create.
ID: 40634^0
This banner will rally your guildmates, infusing them with up to 45 resistance to disease.
This banner requires a Banner Material Kit: Aura of Disease and a Banner Dye Kit: Sharp Fancy Dye to create.
ID: 40635^0
This banner will rally your guildmates, infusing them with up to 60 resistance to disease.
This banner requires a Banner Material Kit: Aura of Disease and a Banner Dye Kit: Sharp Ornate Dye to create.
ID: 40636^0
This banner will rally your guildmates, infusing them with up to 75 resistance to disease.
This banner requires a Banner Material Kit: Aura of Disease and a Banner Dye Kit: Sharp Intricate Dye to create.
ID: 40637^0
This banner will rally your guildmates, infusing them with up to 90 resistance to disease.
This banner requires a Banner Material Kit: Aura of Disease and a Banner Dye Kit: Sharp Elaborate Dye to create.
ID: 40638^0
This banner will rally your guildmates, infusing them with up to 105 resistance to disease.
This banner requires a Banner Material Kit: Aura of Disease and a Banner Dye Kit: Sharp Elegant Dye to create.
ID: 40639^0
This banner will rally your guildmates, infusing them with up to 120 resistance to disease.
This banner requires a Banner Material Kit: Aura of Disease and a Banner Dye Kit: Sharp Extravagant Dye to create.
ID: 40640^0
This banner will rally your guildmates, infusing them with up to 135 resistance to disease.
This banner requires a Banner Material Kit: Aura of Disease and a Banner Dye Kit: Sharp Embroidered Dye to create.
ID: 40641^0
This banner will rally your guildmates, infusing them with up to 150 resistance to disease.
This banner requires a Banner Material Kit: Aura of Disease and a Banner Dye Kit: Sharp Formal Dye to create.
ID: 40642^0
This banner will rally your guildmates, infusing them with up to 3 resistance to corruption.
This banner requires a Banner Material Kit: Aura of Corruption and a Banner Dye Kit: Sharp Simple Dye to create.
ID: 40643^0
This banner will rally your guildmates, infusing them with up to 6 resistance to corruption.
This banner requires a Banner Material Kit: Aura of Corruption and a Banner Dye Kit: Sharp Fine Dye to create.
ID: 40644^0
This banner will rally your guildmates, infusing them with up to 9 resistance to corruption.
This banner requires a Banner Material Kit: Aura of Corruption and a Banner Dye Kit: Sharp Fancy Dye to create.
ID: 40645^0
This banner will rally your guildmates, infusing them with up to 12 resistance to corruption.
This banner requires a Banner Material Kit: Aura of Corruption and a Banner Dye Kit: Sharp Ornate Dye to create.
ID: 40646^0
This banner will rally your guildmates, infusing them with up to 15 resistance to corruption.
This banner requires a Banner Material Kit: Aura of Corruption and a Banner Dye Kit: Sharp Intricate Dye to create.
ID: 40647^0
This banner will rally your guildmates, infusing them with up to 18 resistance to corruption.
This banner requires a Banner Material Kit: Aura of Corruption and a Banner Dye Kit: Sharp Elaborate Dye to create.
ID: 40648^0
This banner will rally your guildmates, infusing them with up to 21 resistance to corruption.
This banner requires a Banner Material Kit: Aura of Corruption and a Banner Dye Kit: Sharp Elegant Dye to create.
ID: 40649^0
This banner will rally your guildmates, infusing them with up to 24 resistance to corruption.
This banner requires a Banner Material Kit: Aura of Corruption and a Banner Dye Kit: Sharp Extravagant Dye to create.
ID: 40650^0
This banner will rally your guildmates, infusing them with up to 27 resistance to corruption.
This banner requires a Banner Material Kit: Aura of Corruption and a Banner Dye Kit: Sharp Embroidered Dye to create.
ID: 40651^0
This banner will rally your guildmates, infusing them with up to 30 resistance to corruption.
This banner requires a Banner Material Kit: Aura of Corruption and a Banner Dye Kit: Sharp Formal Dye to create.
ID: 40652^0
This banner will rally your guildmates, allowing them to take on the form of a barbarian.
This banner requires a Banner Material Kit: Barbarian Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40653^0
This banner will rally your guildmates, allowing them to take on the form of a dark elf.
This banner requires a Banner Material Kit: Teir`Dal Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40654^0
This banner will rally your guildmates, allowing them to take on the form of a dwarf.
This banner requires a Banner Material Kit: Dwarven Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40655^0
This banner will rally your guildmates, allowing them to take on the form of an erudite.
This banner requires a Banner Material Kit: Erudite Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40656^0
This banner will rally your guildmates, allowing them to take on the form of a gnome.
This banner requires a Banner Material Kit: Gnome Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40657^0
This banner will rally your guildmates, allowing them to take on the form of a half elf.
This banner requires a Banner Material Kit: Half Elf Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40658^0
This banner will rally your guildmates, allowing them to take on the form of a halfling.
This banner requires a Banner Material Kit: Halfling Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40659^0
This banner will rally your guildmates, allowing them to take on the form of a high elf.
This banner requires a Banner Material Kit: High Elf Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40660^0
This banner will rally your guildmates, allowing them to take on the form of a human.
This banner requires a Banner Material Kit: Human Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40661^0
This banner will rally your guildmates, allowing them to take on the form of an iksar.
This banner requires a Banner Material Kit: Iksar Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40662^0
This banner will rally your guildmates, allowing them to take on the form of an ogre.
This banner requires a Banner Material Kit: Ogre Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40663^0
This banner will rally your guildmates, allowing them to take on the form of a troll.
This banner requires a Banner Material Kit: Troll Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40664^0
This banner will rally your guildmates, allowing them to take on the form of a vah shir.
This banner requires a Banner Material Kit: Vah Shir Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40665^0
This banner will rally your guildmates, allowing them to take on the form of a wood elf.
This banner requires a Banner Material Kit: Wood Elf Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40666^0
This banner will rally your guildmates, allowing them to take on the form of a froglok.
This banner requires a Banner Material Kit: Guktan Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40667^0
This banner will rally your guildmates, allowing them to take on the form of a drakkin.
This banner requires a Banner Material Kit: Drakkin Canvas and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40668^0
This banner will rally your guildmates, allowing them to take on the form of an earthen elemental.
This banner requires a Banner Material Kit: Earthen Essence and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40669^0
This banner will rally your guildmates, allowing them to take on the form of an aery elemental.
This banner requires a Banner Material Kit: Aery Essence and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40670^0
This banner will rally your guildmates, allowing them to take on the form of a flame elemental.
This banner requires a Banner Material Kit: Fiery Essence and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40671^0
This banner will rally your guildmates, allowing them to take on the form of an auqeous elemental.
This banner requires a Banner Material Kit: Aqueous Essence and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40672^0
This banner will rally your guildmates, allowing them to take on the form of a spirit wolf.
This banner requires a Banner Material Kit: Spirits Essence and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40673^0
This banner will rally your guildmates, allowing them to take on the form of a werewolf.
This banner requires a Banner Material Kit: Werewolf Essence and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40674^0
This banner will rally your guildmates, allowing them to take on the form of a beholder.
This banner requires a Banner Material Kit: Evil Eye Essence and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40675^0
This banner will rally your guildmates, allowing them to take on the form of an imp.
This banner requires a Banner Material Kit: Imp Essence and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40676^0
This banner will rally your guildmates, allowing them to take on the form of a froglok.
This banner requires a Banner Material Kit: Krup Essence and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40677^0
This banner will rally your guildmates, allowing them to take on the form of a scarecrow.
This banner requires a Banner Material Kit: Scarecrow Essence and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40678^0
This banner will rally your guildmates, allowing them to take on the form of a skeleton.
This banner requires a Banner Material Kit: Skeleton Essence and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40679^0
This banner will rally your guildmates, allowing them to take on the form of a drybone skeleton.
This banner requires a Banner Material Kit: Drybone Essence and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40680^0
This banner will rally your guildmates, allowing them to take on the form of a frostbone skeleton.
This banner requires a Banner Material Kit: Frostbone Essence and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40681^0
This banner will rally your guildmates, allowing them to take on the form of an orc.
This banner requires a Banner Material Kit: Orc Essence and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40682^0
This banner will rally your guildmates, allowing them to take on the form of a goblin.
This banner requires a Banner Material Kit: Goblin Essence and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40683^0
This banner will rally your guildmates, allowing them to take on the form of a sporali.
This banner requires a Banner Material Kit: Sporali Essence and a Banner Dye Kit: Shiny Formal Dye to create.
ID: 40684^0
This banner will rally your guildmates, allowing them to take on the form of a fairy.
This banner requires a Banner Material Kit: Fae Essence and a Banner Dye Kit: Shiny Embroidered Dye to create.
ID: 40685^0
This banner will rally your guildmates, allowing them to take on the form of a scaled wolf.
This banner requires a Banner Material Kit: Scaled Essence and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40686^0
This banner will rally your guildmates, granting them up to 150 additional health.
This banner requires a Banner Material Kit: Aura of Health and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40687^0
This banner will rally your guildmates, granting them up to 300 additional health.
This banner requires a Banner Material Kit: Aura of Health and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40688^0
This banner will rally your guildmates, granting them up to 450 additional health.
This banner requires a Banner Material Kit: Aura of Health and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40689^0
This banner will rally your guildmates, granting them up to 600 additional health.
This banner requires a Banner Material Kit: Aura of Health and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40690^0
This banner will rally your guildmates, granting them up to 750 additional health.
This banner requires a Banner Material Kit: Aura of Health and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40691^0
This banner will rally your guildmates, granting them up to 900 additional health.
This banner requires a Banner Material Kit: Aura of Health and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40692^0
This banner will rally your guildmates, granting them up to 1050 additional health.
This banner requires a Banner Material Kit: Aura of Health and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40693^0
This banner will rally your guildmates, granting them up to 1200 additional health.
This banner requires a Banner Material Kit: Aura of Health and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40694^0
This banner will rally your guildmates, granting them up to 1350 additional health.
This banner requires a Banner Material Kit: Aura of Health and a Banner Dye Kit: Shiny Embroidered Dye to create.
ID: 40695^0
This banner will rally your guildmates, granting them up to 1500 additional health.
This banner requires a Banner Material Kit: Aura of Health and a Banner Dye Kit: Shiny Formal Dye to create.
ID: 40696^0
This banner will rally your guildmates, granting them up to 6 additional health regeneration.
This banner requires a Banner Material Kit: Aura of Replenishment and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40697^0
This banner will rally your guildmates, granting them up to 12 additional health regeneration.
This banner requires a Banner Material Kit: Aura of Replenishment and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40698^0
This banner will rally your guildmates, granting them up to 18 additional health regeneration.
This banner requires a Banner Material Kit: Aura of Replenishment and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40699^0
This banner will rally your guildmates, granting them up to 24 additional health regeneration.
This banner requires a Banner Material Kit: Aura of Replenishment and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40700^0
This banner will rally your guildmates, granting them up to 30 additional health regeneration.
This banner requires a Banner Material Kit: Aura of Replenishment and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40700^6
Projects Cazic's Soul.
ID: 40701^0
This banner will rally your guildmates, granting them up to 36 additional health regeneration.
This banner requires a Banner Material Kit: Aura of Replenishment and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40701^6
Blinds and enthralls a player.
ID: 40702^0
This banner will rally your guildmates, granting them up to 42 additional health regeneration.
This banner requires a Banner Material Kit: Aura of Replenishment and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40702^6
Damages with fire.
ID: 40703^0
This banner will rally your guildmates, granting them up to 48 additional health regeneration.
This banner requires a Banner Material Kit: Aura of Replenishment and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40704^0
This banner will rally your guildmates, granting them up to 54 additional health regeneration.
This banner requires a Banner Material Kit: Aura of Replenishment and a Banner Dye Kit: Shiny Embroidered Dye to create.
ID: 40705^0
This banner will rally your guildmates, granting them up to 60 additional health regeneration.
This banner requires a Banner Material Kit: Aura of Replenishment and a Banner Dye Kit: Shiny Formal Dye to create.
ID: 40705^6
Grants you the custom title: Hero of the Inquisition
ID: 40706^0
This banner will rally your guildmates, granting them up to 150 additional mana.
This banner requires a Banner Material Kit: Aura of Mana and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40706^6
Grants you the custom title: Hero of the Oathbound
ID: 40707^0
This banner will rally your guildmates, granting them up to 300 additional mana.
This banner requires a Banner Material Kit: Aura of Mana and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40708^0
This banner will rally your guildmates, granting them up to 450 additional mana.
This banner requires a Banner Material Kit: Aura of Mana and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40709^0
This banner will rally your guildmates, granting them up to 600 additional mana.
This banner requires a Banner Material Kit: Aura of Mana and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40710^0
This banner will rally your guildmates, granting them up to 750 additional mana.
This banner requires a Banner Material Kit: Aura of Mana and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40711^0
This banner will rally your guildmates, granting them up to 900 additional mana.
This banner requires a Banner Material Kit: Aura of Mana and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40712^0
This banner will rally your guildmates, granting them up to 1050 additional mana.
This banner requires a Banner Material Kit: Aura of Mana and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40713^0
This banner will rally your guildmates, granting them up to 1200 additional mana.
This banner requires a Banner Material Kit: Aura of Mana and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40714^0
This banner will rally your guildmates, granting them up to 1350 additional mana.
This banner requires a Banner Material Kit: Aura of Mana and a Banner Dye Kit: Shiny Embroidered Dye to create.
ID: 40715^0
This banner will rally your guildmates, granting them up to 1500 additional mana.
This banner requires a Banner Material Kit: Aura of Mana and a Banner Dye Kit: Shiny Formal Dye to create.
ID: 40716^0
This banner will rally your guildmates, granting them up to 2 additional mana regeneration.
This banner requires a Banner Material Kit: Aura of Clarity and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40717^0
This banner will rally your guildmates, granting them up to 4 additional mana regeneration.
This banner requires a Banner Material Kit: Aura of Clarity and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40718^0
This banner will rally your guildmates, granting them up to 6 additional mana regeneration.
This banner requires a Banner Material Kit: Aura of Clarity and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40719^0
This banner will rally your guildmates, granting them up to 8 additional mana regeneration.
This banner requires a Banner Material Kit: Aura of Clarity and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40720^0
This banner will rally your guildmates, granting them up to 10 additional mana regeneration.
This banner requires a Banner Material Kit: Aura of Clarity and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40721^0
This banner will rally your guildmates, granting them up to 12 additional mana regeneration.
This banner requires a Banner Material Kit: Aura of Clarity and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40722^0
This banner will rally your guildmates, granting them up to 14 additional mana regeneration.
This banner requires a Banner Material Kit: Aura of Clarity and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40723^0
This banner will rally your guildmates, granting them up to 16 additional mana regeneration.
This banner requires a Banner Material Kit: Aura of Clarity and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40724^0
This banner will rally your guildmates, granting them up to 18 additional mana regeneration.
This banner requires a Banner Material Kit: Aura of Clarity and a Banner Dye Kit: Shiny Embroidered Dye to create.
ID: 40725^0
This banner will rally your guildmates, granting them up to 20 additional mana regeneration.
This banner requires a Banner Material Kit: Aura of Clarity and a Banner Dye Kit: Shiny Formal Dye to create.
ID: 40726^0
This banner will rally your guildmates, granting them up to 150 additional endurance.
This banner requires a Banner Material Kit: Aura of Endurance and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40727^0
This banner will rally your guildmates, granting them up to 300 additional endurance.
This banner requires a Banner Material Kit: Aura of Endurance and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40728^0
This banner will rally your guildmates, granting them up to 450 additional endurance.
This banner requires a Banner Material Kit: Aura of Endurance and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40729^0
This banner will rally your guildmates, granting them up to 600 additional endurance.
This banner requires a Banner Material Kit: Aura of Endurance and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40730^0
This banner will rally your guildmates, granting them up to 750 additional endurance.
This banner requires a Banner Material Kit: Aura of Endurance and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40731^0
This banner will rally your guildmates, granting them up to 900 additional endurance.
This banner requires a Banner Material Kit: Aura of Endurance and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40732^0
This banner will rally your guildmates, granting them up to 1050 additional endurance.
This banner requires a Banner Material Kit: Aura of Endurance and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40733^0
This banner will rally your guildmates, granting them up to 1200 additional endurance.
This banner requires a Banner Material Kit: Aura of Endurance and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40733^6
Grants you the custom title: Scoundrel of the Oathbreakers
ID: 40734^0
This banner will rally your guildmates, granting them up to 1350 additional endurance.
This banner requires a Banner Material Kit: Aura of Endurance and a Banner Dye Kit: Shiny Embroidered Dye to create.
ID: 40734^6
Grants you the custom title: Champion of Norrath
ID: 40735^0
This banner will rally your guildmates, granting them up to 1500 additional endurance.
This banner requires a Banner Material Kit: Aura of Endurance and a Banner Dye Kit: Shiny Formal Dye to create.
ID: 40736^0
This banner will rally your guildmates, granting them up to 2 additional endurance regeneration.
This banner requires a Banner Material Kit: Aura of Vigor and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40737^0
This banner will rally your guildmates, granting them up to 4 additional endurance regeneration.
This banner requires a Banner Material Kit: Aura of Vigor and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40738^0
This banner will rally your guildmates, granting them up to 6 additional endurance regeneration.
This banner requires a Banner Material Kit: Aura of Vigor and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40739^0
This banner will rally your guildmates, granting them up to 8 additional endurance regeneration.
This banner requires a Banner Material Kit: Aura of Vigor and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40740^0
This banner will rally your guildmates, granting them up to 10 additional endurance regeneration.
This banner requires a Banner Material Kit: Aura of Vigor and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40741^0
This banner will rally your guildmates, granting them up to 12 additional endurance regeneration.
This banner requires a Banner Material Kit: Aura of Vigor and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40742^0
This banner will rally your guildmates, granting them up to 14 additional endurance regeneration.
This banner requires a Banner Material Kit: Aura of Vigor and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40743^0
This banner will rally your guildmates, granting them up to 16 additional endurance regeneration.
This banner requires a Banner Material Kit: Aura of Vigor and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40744^0
This banner will rally your guildmates, granting them up to 18 additional endurance regeneration.
This banner requires a Banner Material Kit: Aura of Vigor and a Banner Dye Kit: Shiny Embroidered Dye to create.
ID: 40745^0
This banner will rally your guildmates, granting them up to 20 additional endurance regeneration.
This banner requires a Banner Material Kit: Aura of Vigor and a Banner Dye Kit: Shiny Formal Dye to create.
ID: 40746^0
This banner will rally your guildmates, granting them up to 3 percent haste.
This banner requires a Banner Material Kit: Aura of Celerity and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40747^0
This banner will rally your guildmates, granting them up to 6 percent haste.
This banner requires a Banner Material Kit: Aura of Celerity and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40748^0
This banner will rally your guildmates, granting them up to 9 percent haste.
This banner requires a Banner Material Kit: Aura of Celerity and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40749^0
This banner will rally your guildmates, granting them up to 12 percent haste.
This banner requires a Banner Material Kit: Aura of Celerity and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40750^0
This banner will rally your guildmates, granting them up to 15 percent haste.
This banner requires a Banner Material Kit: Aura of Celerity and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40751^0
This banner will rally your guildmates, granting them up to 18 percent haste.
This banner requires a Banner Material Kit: Aura of Celerity and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40752^0
This banner will rally your guildmates, granting them up to 21 percent haste.
This banner requires a Banner Material Kit: Aura of Celerity and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40753^0
This banner will rally your guildmates, granting them up to 24 percent haste.
This banner requires a Banner Material Kit: Aura of Celerity and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40754^0
This banner will rally your guildmates, granting them up to 27 percent haste.
This banner requires a Banner Material Kit: Aura of Celerity and a Banner Dye Kit: Shiny Embroidered Dye to create.
ID: 40755^0
This banner will rally your guildmates, granting them up to 30 percent haste.
This banner requires a Banner Material Kit: Aura of Celerity and a Banner Dye Kit: Shiny Formal Dye to create.
ID: 40756^0
This banner will rally your guildmates, granting them up to 15 additional attack.
This banner requires a Banner Material Kit: Aura of Vengeance and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40757^0
This banner will rally your guildmates, granting them up to 30 additional attack.
This banner requires a Banner Material Kit: Aura of Vengeance and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40758^0
This banner will rally your guildmates, granting them up to 45 additional attack.
This banner requires a Banner Material Kit: Aura of Vengeance and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40759^0
This banner will rally your guildmates, granting them up to 60 additional attack.
This banner requires a Banner Material Kit: Aura of Vengeance and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40760^0
This banner will rally your guildmates, granting them up to 75 additional attack.
This banner requires a Banner Material Kit: Aura of Vengeance and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40761^0
This banner will rally your guildmates, granting them up to 90 additional attack.
This banner requires a Banner Material Kit: Aura of Vengeance and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40762^0
This banner will rally your guildmates, granting them up to 105 additional attack.
This banner requires a Banner Material Kit: Aura of Vengeance and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40763^0
This banner will rally your guildmates, granting them up to 120 additional attack.
This banner requires a Banner Material Kit: Aura of Vengeance and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40764^0
This banner will rally your guildmates, granting them up to 135 additional attack.
This banner requires a Banner Material Kit: Aura of Vengeance and a Banner Dye Kit: Shiny Embroidered Dye to create.
ID: 40765^0
This banner will rally your guildmates, granting them up to 150 additional attack.
This banner requires a Banner Material Kit: Aura of Vengeance and a Banner Dye Kit: Shiny Formal Dye to create.
ID: 40765^6
Grants you the custom title: The Void Seeker
ID: 40766^0
This banner will rally your guildmates, granting them up to 10 additional damage shield.
This banner requires a Banner Material Kit: Aura of Skinspikes and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40766^6
Grants you the custom title: Legend of Norrath
ID: 40767^0
This banner will rally your guildmates, granting them up to 15 additional damage shield.
This banner requires a Banner Material Kit: Aura of Skinspikes and a Banner Dye Kit: Shiny Fine Dye to create.
ID: 40768^0
This banner will rally your guildmates, granting them up to 20 additional damage shield.
This banner requires a Banner Material Kit: Aura of Skinspikes and a Banner Dye Kit: Shiny Fancy Dye to create.
ID: 40769^0
This banner will rally your guildmates, granting them up to 25 additional damage shield.
This banner requires a Banner Material Kit: Aura of Skinspikes and a Banner Dye Kit: Shiny Ornate Dye to create.
ID: 40770^0
This banner will rally your guildmates, granting them up to 30 additional damage shield.
This banner requires a Banner Material Kit: Aura of Skinspikes and a Banner Dye Kit: Shiny Intricate Dye to create.
ID: 40771^0
This banner will rally your guildmates, granting them up to 35 additional damage shield.
This banner requires a Banner Material Kit: Aura of Skinspikes and a Banner Dye Kit: Shiny Elaborate Dye to create.
ID: 40772^0
This banner will rally your guildmates, granting them up to 40 additional damage shield.
This banner requires a Banner Material Kit: Aura of Skinspikes and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40773^0
This banner will rally your guildmates, granting them up to 45 additional damage shield.
This banner requires a Banner Material Kit: Aura of Skinspikes and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40774^0
This banner will rally your guildmates, granting them up to 50 additional damage shield.
This banner requires a Banner Material Kit: Aura of Skinspikes and a Banner Dye Kit: Shiny Embroidered Dye to create.
ID: 40775^0
This banner will rally your guildmates, granting them up to 55 additional damage shield.
This banner requires a Banner Material Kit: Aura of Skinspikes and a Banner Dye Kit: Shiny Formal Dye to create.
ID: 40776^0
This banner will rally your guildmates, granting them faerune.
This banner requires a Banner Material Kit: Aura of Faerune and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40777^0
This banner will rally your guildmates, granting them dead man floating.
This banner requires a Banner Material Kit: Aura of the Dead and a Banner Dye Kit: Shiny Simple Dye to create.
ID: 40778^0
This banner is the basic banner and will allow you and your guildmates to gather together quickly.
ID: 40795^6
Grants you the custom title: The Voidwalker
ID: 40796^6
Grants you the custom title: The Grove Guardian
ID: 40800^0
This banner will rally your guildmates, causing their destructive abilities up to level 80 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Dull Elegant Dye to create.
ID: 40800^6
Increases melee damage skills for up to %z.
ID: 40801^0
This banner will rally your guildmates, causing their destructive abilities up to level 80 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Sharp Elegant Dye to create.
ID: 40802^0
This banner will rally your guildmates, causing their destructive abilities up to level 80 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40803^0
This banner will rally your guildmates, causing their destructive abilities up to level 80 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Vibrant Elegant Dye to create.
ID: 40804^0
This banner will rally your guildmates, causing their destructive abilities up to level 85 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Dull Extravagant Dye to create.
ID: 40805^0
This banner will rally your guildmates, causing their destructive abilities up to level 85 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Sharp Extravagant Dye to create.
ID: 40806^0
This banner will rally your guildmates, causing their destructive abilities up to level 85 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40807^0
This banner will rally your guildmates, causing their destructive abilities up to level 85 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Anger and a Banner Dye Kit: Vibrant Extravagant Dye to create.
ID: 40807^6
Surrounds you in a shield which triggers at 50 percent health blocking all incoming damage for up to 2 ticks.
ID: 40808^0
This banner will rally your guildmates, causing their restorative abilities up to level 80 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Dull Elegant Dye to create.
ID: 40808^6
Blocks all incoming melee attacks for up to %z.
ID: 40809^0
This banner will rally your guildmates, causing their restorative abilities up to level 80 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Sharp Elegant Dye to create.
ID: 40809^6
Reduces hate by 5000
ID: 40810^0
This banner will rally your guildmates, causing their restorative abilities up to level 80 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40811^0
This banner will rally your guildmates, causing their restorative abilities up to level 80 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Vibrant Elegant Dye to create.
ID: 40812^0
This banner will rally your guildmates, causing their restorative abilities up to level 85 to be up to 5 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Dull Extravagant Dye to create.
ID: 40813^0
This banner will rally your guildmates, causing their restorative abilities up to level 85 to be up to 10 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Sharp Extravagant Dye to create.
ID: 40814^0
This banner will rally your guildmates, causing their restorative abilities up to level 85 to be up to 15 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40815^0
This banner will rally your guildmates, causing their restorative abilities up to level 85 to be up to 20 percent more potent.
This banner requires a Banner Material Kit: Focus of Recovery and a Banner Dye Kit: Vibrant Extravagant Dye to create.
ID: 40816^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 80 by up to 2 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Dull Elegant Dye to create.
ID: 40817^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 80 by up to 4 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Sharp Elegant Dye to create.
ID: 40818^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 80 by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40819^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 80 by up to 8 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Vibrant Elegant Dye to create.
ID: 40820^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 85 by up to 2 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Dull Extravagant Dye to create.
ID: 40821^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 85 by up to 4 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Sharp Extravagant Dye to create.
ID: 40822^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 85 by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40823^0
This banner will rally your guildmates, increasing the efficiency of their abilites up to level 85 by up to 8 percent.
This banner requires a Banner Material Kit: Focus of Conservation and a Banner Dye Kit: Vibrant Extravagant Dye to create.
ID: 40824^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 80 by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Dull Elegant Dye to create.
ID: 40825^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 80 by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Sharp Elegant Dye to create.
ID: 40826^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 80 by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40827^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 80 by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Vibrant Elegant Dye to create.
ID: 40828^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 85 by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Dull Extravagant Dye to create.
ID: 40829^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 85 by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Sharp Extravagant Dye to create.
ID: 40830^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 85 by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40831^0
This banner will rally your guildmates, increasing the efficiency of their beneficial abilites up to level 85 by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Conservation and a Banner Dye Kit: Vibrant Extravagant Dye to create.
ID: 40832^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 80 are invoked by up to 3 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Dull Elegant Dye to create.
ID: 40833^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 80 are invoked by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Sharp Elegant Dye to create.
ID: 40834^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 80 are invoked by up to 9 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40835^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 80 are invoked by up to 12 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Vibrant Elegant Dye to create.
ID: 40836^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 85 are invoked by up to 3 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Dull Extravagant Dye to create.
ID: 40837^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 85 are invoked by up to 6 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Sharp Extravagant Dye to create.
ID: 40838^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 85 are invoked by up to 9 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40839^0
This banner will rally your guildmates, reducing the speed at which their abilites up to level 85 are invoked by up to 12 percent.
This banner requires a Banner Material Kit: Focus of Alacrity and a Banner Dye Kit: Vibrant Extravagant Dye to create.
ID: 40840^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 80 are invoked by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Dull Elegant Dye to create.
ID: 40841^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 80 are invoked by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Sharp Elegant Dye to create.
ID: 40842^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 80 are invoked by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40843^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 80 are invoked by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Vibrant Elegant Dye to create.
ID: 40844^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 85 are invoked by up to 5 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Dull Extravagant Dye to create.
ID: 40845^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 85 are invoked by up to 10 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Sharp Extravagant Dye to create.
ID: 40846^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 85 are invoked by up to 15 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40847^0
This banner will rally your guildmates, reducing the speed at which their long term beneficial abilites up to level 85 are invoked by up to 20 percent.
This banner requires a Banner Material Kit: Focus of Benefit Alacrity and a Banner Dye Kit: Vibrant Extravagant Dye to create.
ID: 40848^0
This banner will rally your guildmates, causing their duration-based abilities up to level 80 to last up to 3 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Dull Elegant Dye to create.
ID: 40849^0
This banner will rally your guildmates, causing their duration-based abilities up to level 80 to last up to 6 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Sharp Elegant Dye to create.
ID: 40850^0
This banner will rally your guildmates, causing their duration-based abilities up to level 80 to last up to 9 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40851^0
This banner will rally your guildmates, causing their duration-based abilities up to level 80 to last up to 12 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Vibrant Elegant Dye to create.
ID: 40852^0
This banner will rally your guildmates, causing their duration-based abilities up to level 85 to last up to 3 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Dull Extravagant Dye to create.
ID: 40853^0
This banner will rally your guildmates, causing their duration-based abilities up to level 85 to last up to 6 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Sharp Extravagant Dye to create.
ID: 40854^0
This banner will rally your guildmates, causing their duration-based abilities up to level 85 to last up to 9 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40855^0
This banner will rally your guildmates, causing their duration-based abilities up to level 85 to last up to 12 percent longer.
This banner requires a Banner Material Kit: Focus of Extension and a Banner Dye Kit: Vibrant Extravagant Dye to create.
ID: 40856^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 80 to last up to 5 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Dull Elegant Dye to create.
ID: 40857^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 80 to last up to 10 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Sharp Elegant Dye to create.
ID: 40858^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 80 to last up to 15 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Shiny Elegant Dye to create.
ID: 40859^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 80 to last up to 20 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Vibrant Elegant Dye to create.
ID: 40860^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 85 to last up to 5 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Dull Extravagant Dye to create.
ID: 40861^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 85 to last up to 10 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Sharp Extravagant Dye to create.
ID: 40862^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 85 to last up to 15 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Shiny Extravagant Dye to create.
ID: 40863^0
This banner will rally your guildmates, causing their duration-based beneficial abilities up to level 85 to last up to 20 percent longer.
This banner requires a Banner Material Kit: Focus of Benefit Extension and a Banner Dye Kit: Vibrant Extravagant Dye to create.
ID: 40864^0
This banner will rally your guildmates, causing their attacks to be more precise and effective.
This banner requires a Banner Material Kit: Discipline of Cleave and a Banner Dye Kit: Vibrant Elegant Dye to create.
ID: 40865^0
This banner will rally your guildmates, causing their attacks to be more precise and effective.
This banner requires a Banner Material Kit: Discipline of Cleave and a Banner Dye Kit: Vibrant Extravagant Dye to create.
ID: 40866^0
This banner will rally your guildmates, causing them to double-strike an opponent more frequently.
This banner requires a Banner Material Kit: Discipline of Ferocity and a Banner Dye Kit: Vibrant Elegant Dye to create.
ID: 40867^0
This banner will rally your guildmates, causing them to double-strike an opponent more frequently.
This banner requires a Banner Material Kit: Discipline of Ferocity and a Banner Dye Kit: Vibrant Extravagant Dye to create.
ID: 40868^0
This banner will rally your guildmates, causing them to be more accurate with their ranged attacks.
This banner requires a Banner Material Kit: Discipline of Sharpshooting and a Banner Dye Kit: Vibrant Elegant Dye to create.
ID: 40869^0
This banner will rally your guildmates, causing them to be more accurate with their ranged attacks.
This banner requires a Banner Material Kit: Discipline of Sharpshooting and a Banner Dye Kit: Vibrant Extravagant Dye to create.
ID: 40870^0
This banner will rally your guildmates, causing them to be more evasive during combative situations.
This banner requires a Banner Material Kit: Discipline of Evasion and a Banner Dye Kit: Vibrant Elegant Dye to create.
ID: 40871^0
This banner will rally your guildmates, causing them to be more evasive during combative situations.
This banner requires a Banner Material Kit: Discipline of Evasion and a Banner Dye Kit: Vibrant Extravagant Dye to create.
ID: 40872^0
This banner will rally your guildmates, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Banner Material Kit: Discipline of Prevention and a Banner Dye Kit: Vibrant Elegant Dye to create.
ID: 40873^0
This banner will rally your guildmates, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Banner Material Kit: Discipline of Prevention and a Banner Dye Kit: Vibrant Extravagant Dye to create.
ID: 40874^0
This banner will rally your guildmates, infusing them with up to 165 strength.
This banner requires a Banner Material Kit: Aura of Strength and a Banner Dye Kit: Dull Regal Dye to create.
ID: 40875^0
This banner will rally your guildmates, infusing them with up to 180 strength.
This banner requires a Banner Material Kit: Aura of Strength and a Banner Dye Kit: Dull Exquisite Dye to create.
ID: 40876^0
This banner will rally your guildmates, infusing them with up to 165 stamina.
This banner requires a Banner Material Kit: Aura of Stamina and a Banner Dye Kit: Dull Regal Dye to create.
ID: 40877^0
This banner will rally your guildmates, infusing them with up to 180 stamina.
This banner requires a Banner Material Kit: Aura of Stamina and a Banner Dye Kit: Dull Exquisite Dye to create.
ID: 40878^0
This banner will rally your guildmates, infusing them with up to 165 dexterity.
This banner requires a Banner Material Kit: Aura of Dexterity and a Banner Dye Kit: Dull Regal Dye to create.
ID: 40879^0
This banner will rally your guildmates, infusing them with up to 180 dexterity.
This banner requires a Banner Material Kit: Aura of Dexterity and a Banner Dye Kit: Dull Exquisite Dye to create.
ID: 40880^0
This banner will rally your guildmates, infusing them with up to 165 agility.
This banner requires a Banner Material Kit: Aura of Agility and a Banner Dye Kit: Dull Regal Dye to create.
ID: 40881^0
This banner will rally your guildmates, infusing them with up to 180 agility.
This banner requires a Banner Material Kit: Aura of Agility and a Banner Dye Kit: Dull Exquisite Dye to create.
ID: 40882^0
This banner will rally your guildmates, infusing them with up to 77 intelligence.
This banner requires a Banner Material Kit: Aura of Intelligence and a Banner Dye Kit: Dull Regal Dye to create.
ID: 40883^0
This banner will rally your guildmates, infusing them with up to 84 intelligence.
This banner requires a Banner Material Kit: Aura of Intelligence and a Banner Dye Kit: Dull Exquisite Dye to create.
ID: 40884^0
This banner will rally your guildmates, infusing them with up to 77 wisdom.
This banner requires a Banner Material Kit: Aura of Wisdom and a Banner Dye Kit: Dull Regal Dye to create.
ID: 40885^0
This banner will rally your guildmates, infusing them with up to 84 wisdom.
This banner requires a Banner Material Kit: Aura of Wisdom and a Banner Dye Kit: Dull Exquisite Dye to create.
ID: 40886^0
This banner will rally your guildmates, infusing them with up to 165 charisma.
This banner requires a Banner Material Kit: Aura of Charisma and a Banner Dye Kit: Dull Regal Dye to create.
ID: 40887^0
This banner will rally your guildmates, infusing them with up to 180 charisma.
This banner requires a Banner Material Kit: Aura of Charisma and a Banner Dye Kit: Dull Exquisite Dye to create.
ID: 40888^0
This banner will rally your guildmates, infusing them with up to 165 resistance to magic.
This banner requires a Banner Material Kit: Aura of Magic and a Banner Dye Kit: Sharp Regal Dye to create.
ID: 40889^0
This banner will rally your guildmates, infusing them with up to 180 resistance to magic.
This banner requires a Banner Material Kit: Aura of Magic and a Banner Dye Kit: Sharp Exquisite Dye to create.
ID: 40890^0
This banner will rally your guildmates, infusing them with up to 165 resistance to fire.
This banner requires a Banner Material Kit: Aura of Flame and a Banner Dye Kit: Sharp Regal Dye to create.
ID: 40890^6
Grants you invisibility, as well as levitation.
ID: 40891^0
This banner will rally your guildmates, infusing them with up to 180 resistance to fire.
This banner requires a Banner Material Kit: Aura of Flame and a Banner Dye Kit: Sharp Exquisite Dye to create.
ID: 40892^0
This banner will rally your guildmates, infusing them with up to 165 resistance to cold.
This banner requires a Banner Material Kit: Aura of Frost and a Banner Dye Kit: Sharp Regal Dye to create.
ID: 40893^0
This banner will rally your guildmates, infusing them with up to 180 resistance to cold.
This banner requires a Banner Material Kit: Aura of Frost and a Banner Dye Kit: Sharp Exquisite Dye to create.
ID: 40894^0
This banner will rally your guildmates, infusing them with up to 165 resistance to poison.
This banner requires a Banner Material Kit: Aura of Poison and a Banner Dye Kit: Sharp Regal Dye to create.
ID: 40895^0
This banner will rally your guildmates, infusing them with up to 180 resistance to poison.
This banner requires a Banner Material Kit: Aura of Poison and a Banner Dye Kit: Sharp Exquisite Dye to create.
ID: 40896^0
This banner will rally your guildmates, infusing them with up to 165 resistance to disease.
This banner requires a Banner Material Kit: Aura of Disease and a Banner Dye Kit: Sharp Regal Dye to create.
ID: 40897^0
This banner will rally your guildmates, infusing them with up to 180 resistance to disease.
This banner requires a Banner Material Kit: Aura of Disease and a Banner Dye Kit: Sharp Exquisite Dye to create.
ID: 40898^0
This banner will rally your guildmates, infusing them with up to 33 resistance to corruption.
This banner requires a Banner Material Kit: Aura of Corruption and a Banner Dye Kit: Sharp Regal Dye to create.
ID: 40899^0
This banner will rally your guildmates, infusing them with up to 36 resistance to corruption.
This banner requires a Banner Material Kit: Aura of Corruption and a Banner Dye Kit: Sharp Exquisite Dye to create.
ID: 40900^0
This banner will rally your guildmates, granting them up to 1575 additional health.
This banner requires a Banner Material Kit: Aura of Health and a Banner Dye Kit: Shiny Regal Dye to create.
ID: 40901^0
This banner will rally your guildmates, granting them up to 1650 additional health.
This banner requires a Banner Material Kit: Aura of Health and a Banner Dye Kit: Shiny Exquisite Dye to create.
ID: 40902^0
This banner will rally your guildmates, granting them up to 66 additional health regeneration.
This banner requires a Banner Material Kit: Aura of Replenishment and a Banner Dye Kit: Shiny Regal Dye to create.
ID: 40903^0
This banner will rally your guildmates, granting them up to 72 additional health regeneration.
This banner requires a Banner Material Kit: Aura of Replenishment and a Banner Dye Kit: Shiny Exquisite Dye to create.
ID: 40904^0
This banner will rally your guildmates, granting them up to 1575 additional mana.
This banner requires a Banner Material Kit: Aura of Mana and a Banner Dye Kit: Shiny Regal Dye to create.
ID: 40905^0
This banner will rally your guildmates, granting them up to 1650 additional mana.
This banner requires a Banner Material Kit: Aura of Mana and a Banner Dye Kit: Shiny Exquisite Dye to create.
ID: 40906^0
This banner will rally your guildmates, granting them up to 22 additional mana regeneration.
This banner requires a Banner Material Kit: Aura of Clarity and a Banner Dye Kit: Shiny Regal Dye to create.
ID: 40907^0
This banner will rally your guildmates, granting them up to 24 additional mana regeneration.
This banner requires a Banner Material Kit: Aura of Clarity and a Banner Dye Kit: Shiny Exquisite Dye to create.
ID: 40908^0
This banner will rally your guildmates, granting them up to 1575 additional endurance.
This banner requires a Banner Material Kit: Aura of Endurance and a Banner Dye Kit: Shiny Regal Dye to create.
ID: 40909^0
This banner will rally your guildmates, granting them up to 1650 additional endurance.
This banner requires a Banner Material Kit: Aura of Endurance and a Banner Dye Kit: Shiny Exquisite Dye to create.
ID: 40910^0
This banner will rally your guildmates, granting them up to 22 additional endurance regeneration.
This banner requires a Banner Material Kit: Aura of Vigor and a Banner Dye Kit: Shiny Regal Dye to create.
ID: 40911^0
This banner will rally your guildmates, granting them up to 24 additional endurance regeneration.
This banner requires a Banner Material Kit: Aura of Vigor and a Banner Dye Kit: Shiny Exquisite Dye to create.
ID: 40912^0
This banner will rally your guildmates, granting them up to 33 percent haste.
This banner requires a Banner Material Kit: Aura of Celerity and a Banner Dye Kit: Shiny Regal Dye to create.
ID: 40913^0
This banner will rally your guildmates, granting them up to 36 percent haste.
This banner requires a Banner Material Kit: Aura of Celerity and a Banner Dye Kit: Shiny Exquisite Dye to create.
ID: 40914^0
This banner will rally your guildmates, granting them up to 165 additional attack.
This banner requires a Banner Material Kit: Aura of Vengeance and a Banner Dye Kit: Shiny Regal Dye to create.
ID: 40915^0
This banner will rally your guildmates, granting them up to 180 additional attack.
This banner requires a Banner Material Kit: Aura of Vengeance and a Banner Dye Kit: Shiny Exquisite Dye to create.
ID: 40916^0
This banner will rally your guildmates, granting them up to 60 additional damage shield.
This banner requires a Banner Material Kit: Aura of Skinspikes and a Banner Dye Kit: Shiny Regal Dye to create.
ID: 40917^0
This banner will rally your guildmates, granting them up to 65 additional damage shield.
This banner requires a Banner Material Kit: Aura of Skinspikes and a Banner Dye Kit: Shiny Exquisite Dye to create.
ID: 40918^6
Damages you every tick until it is dispelled.
ID: 40919^6
Reduces movement speed and does damage every tick.
ID: 40920^6
Pushes you away and does fire damage every tick.
ID: 40921^6
Roots you for an extended time period.
ID: 40922^6
Slows your movement speed.
ID: 40923^6
Does damage every tick.
ID: 40924^6
Causes blindness, reduces maximum mana, and does damage every tick.
ID: 40925^6
Instant Hit.
ID: 40926^6
Causes silence and amnesia.
ID: 40927^6
Reduces undead target's melee speed by forty percent for up to %z.
ID: 40941^6
Reduces your target's accuracy and melee speed for up to %z.
ID: 40947^6
Protective runes surround you, ready to react when you take melee damage that exceeds $1.
ID: 40950^6
Protective runes surround you, ready to react when you take spell damage that exceeds $2.
ID: 40976^6
Curable. Inflicts #1 damage per tick for up to %z.
ID: 40979^6
Swirling pollen hits you for #1 damage per tick for up to %z. May also inflict blindness.
ID: 40980^6
You are blinded.
ID: 40981^6
Causes you to become nearly paralyzed by spider venom for up to %z.
ID: 40982^6
Inflicts #3 damage per tick for up to %z.
ID: 40992^6
Reduces incoming healing by 60 percent for up to %z.
ID: 40995^6
Mesmerizes you for up to %z.
ID: 40996^6
Surrounds the caster with a defensive shield of magical energy for up to %z.
ID: 40998^6
Drains health and returns it to your enemy for up to %z.
ID: 41000^6
Tests the loyalty of the target of this spell to the Emperor Zhisza.
ID: 41001^6
Repairs cracks that have formed in the dome of one of the Combine Habitats.
ID: 41002^6
Slows your melee speed.
ID: 41003^6
Causes you to become sluggish for up to %z. Both melee and spells are affected.
ID: 41004^6
Terrifies you for up to %z. Movement rate is severely restricted.
ID: 41005^6
Inflicts #1 damage and reduced movement rate greatly for up to %z.
ID: 41007^6
Inflicts minor damage while slowing and snaring you for up to %z.
ID: 41011^6
Binds you in sticky webbing leaving you nearly unable to move for up to %z.
ID: 41013^6
Instantly hits you for #1, then burns for #2 for up to %z.
ID: 41015^6
Binds your feet reducing movement speed for up to %z.
ID: 41016^6
Drains your life to your enemy for up to %z.
ID: 41017^6
Intense pain in your chest causes you to flee for up to %z.
ID: 41019^6
Severly hampers your ability to fight and move for up to %z.
ID: 41022^6
Rain falls upon you for #1 damage for up to %z.
ID: 41029^6
Reduces melee speed by up to 70 percent for up to %z.
ID: 41034^6
Inflicts #3 damage per tick for up to %z. The caster gains that damage as health.
ID: 41039^6
Hinders casting and attack speed. Deals heavy damage if dispelled.
ID: 41042^6
Movement speed slowed.
ID: 41044^6
Reduces strength, dexterity, and chance to hit.
ID: 41049^6
Silences and reduces movement speed.
ID: 41050^6
The shroud of the miracle hangs over you. You may not benefit from another miracle for up to %z.
ID: 41051^6
The haze clears but leaves a residue upon you preventing Chromatic Haze from affecting you for up to %z.
ID: 41054^6
Reduces melee and casting speed by 40 percent. Reduces movement rate by 50 percent. Inflicts damage every second for up to %z. Curable.
ID: 41055^6
Increases melee speed and crit chance by 25 percent.
ID: 41057^6
Freezes you in place and stuns you for up to %z.
ID: 41064^6
Slows your melee and casting speed by up to 80 percent for up to %z.
ID: 41066^6
Inflicts #1 damage per tick for up to %z.
ID: 41067^6
Plague courses through your veins inflicting #1 damage per tick for up to %z.
ID: 41073^6
Detrimental spells you cast have a chance to inflict damage upon yourself for up to %z.
ID: 41077^6
Limits HP and Mana to 75 percent and inflicts #3 damage each tick for up to %z. This can be exploited by opponents to deal additional damage if not dispelled.
ID: 41078^6
Limits HP and Mana to 65 percent and inflicts #3 damage each tick for up to %z. Applied because Resentment was not dispelled.
ID: 41083^6
A feeling of friendship washes over you.
ID: 41084^6
You're not feeling so friendly right now.
ID: 41086^6
Greatly increases damage from 2-handed weapons while reducing parry, block, and dodge.
ID: 41087^6
Increases dual-wielded damage, parry skill, and gives a slight increase in damage mitigation while reducing block and dodge skill slightly.
ID: 41088^6
Increases damage mitigation and blocking skill while using 1-handed weapon with a shield. Does not stack with Defensive abilities like Final Stand.
ID: 41089^6
Increases aggro generation from your combat abilities for up to %z.
ID: 41096^6
Increases damage from skill attacks for up to %z.
ID: 41100^6
Tags a weakened kobold for Krepp.
ID: 41110^6
All instant healing spells will be twincast for up to %z.
ID: 41111^6
Increases the mana cost of all healing spells for up to %z.
ID: 41114^6
Increases incoming damage from cold-based effects for up to %z.
ID: 41115^6
Increases incoming damage from fire-based effects for up to %z.
ID: 41124^6
Increases your damage for all fire and ice based spells by #1.
ID: 41133^6
Causes your targeted enemy to uncontrollably attack you for up to %z.
ID: 41135^6
Increases incoming damage by #6 percent for up to %z.
ID: 41139^6
Increases spell damage by #1 percent while reducing skill damage by 10 percent for up to %z.
ID: 41142^6
Turns you into a spectre for up to %z.
ID: 41143^6
Freezes your feet in place for up to %z.
ID: 41149^6
Provides basic invisibility for up to %z.
ID: 41160^6
Increases endurance by #1 for up to %z.
ID: 41168^6
Angers your enemy to the point they ignore all others and focus upon you for a short period of time.
ID: 41169^6
Reduces incoming damage by 10 percent, while also reducing skill damage by up to 20 percent for up to %z.
ID: 41174^6
Provides a small amount of shielding from melee attacks for up to %z.
ID: 41185^6
Increases critical spell damage by 25 percent for up to %z.
ID: 41190^6
Increases damage by 5 percent, at a cost of 15 percent increased mana use for up to %z.
ID: 41191^6
Increases damage by 10 percent, at a cost of 15 percent increased mana use for up to %z.
ID: 41192^6
Increases damage by 15 percent, at a cost of 15 percent increased mana use for up to %z.
ID: 41193^6
Increases damage for detrimental spells cast by you for #1 percent for up to %z.
ID: 41196^6
Encases your target's feet in solid ice, preventing them from moving for a short time.
ID: 41200^0
This campsite will empower you and your friends, causing their destructive abilities up to level 20 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Red Elm to create.
ID: 41201^0
This campsite will empower you and your friends, causing their destructive abilities up to level 20 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Dark Brown Elm to create.
ID: 41202^0
This campsite will empower you and your friends, causing their destructive abilities up to level 20 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41203^0
This campsite will empower you and your friends, causing their destructive abilities up to level 20 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Yellow Elm to create.
ID: 41204^0
This campsite will empower you and your friends, causing their destructive abilities up to level 40 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Red Alder to create.
ID: 41205^0
This campsite will empower you and your friends, causing their destructive abilities up to level 40 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Dark Brown Alder to create.
ID: 41206^0
This campsite will empower you and your friends, causing their destructive abilities up to level 40 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41207^0
This campsite will empower you and your friends, causing their destructive abilities up to level 40 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Yellow Alder to create.
ID: 41208^0
This campsite will empower you and your friends, causing their destructive abilities up to level 60 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Red Maple to create.
ID: 41209^0
This campsite will empower you and your friends, causing their destructive abilities up to level 60 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Dark Brown Maple to create.
ID: 41210^0
This campsite will empower you and your friends, causing their destructive abilities up to level 60 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41211^0
This campsite will empower you and your friends, causing their destructive abilities up to level 60 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Yellow Maple to create.
ID: 41212^0
This campsite will empower you and your friends, causing their destructive abilities up to level 65 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Red Ash to create.
ID: 41213^0
This campsite will empower you and your friends, causing their destructive abilities up to level 65 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Dark Brown Ash to create.
ID: 41214^0
This campsite will empower you and your friends, causing their destructive abilities up to level 65 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41215^0
This campsite will empower you and your friends, causing their destructive abilities up to level 65 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Yellow Ash to create.
ID: 41216^0
This campsite will empower you and your friends, causing their destructive abilities up to level 70 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Red Fir to create.
ID: 41217^0
This campsite will empower you and your friends, causing their destructive abilities up to level 70 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Dark Brown Fir to create.
ID: 41218^0
This campsite will empower you and your friends, causing their destructive abilities up to level 70 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41219^0
This campsite will empower you and your friends, causing their destructive abilities up to level 70 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Yellow Fir to create.
ID: 41220^0
This campsite will empower you and your friends, causing their destructive abilities up to level 75 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Red Briarwood to create.
ID: 41221^0
This campsite will empower you and your friends, causing their destructive abilities up to level 75 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Dark Brown Briarwood to create.
ID: 41222^0
This campsite will empower you and your friends, causing their destructive abilities up to level 75 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41223^0
This campsite will empower you and your friends, causing their destructive abilities up to level 75 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Yellow Briarwood to create.
ID: 41224^0
This campsite will empower you and your friends, causing their restorative abilities up to level 20 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Red Elm to create.
ID: 41225^0
This campsite will empower you and your friends, causing their restorative abilities up to level 20 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Dark Brown Elm to create.
ID: 41226^0
This campsite will empower you and your friends, causing their restorative abilities up to level 20 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41227^0
This campsite will empower you and your friends, causing their restorative abilities up to level 20 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Yellow Elm to create.
ID: 41228^0
This campsite will empower you and your friends, causing their restorative abilities up to level 40 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Red Alder to create.
ID: 41229^0
This campsite will empower you and your friends, causing their restorative abilities up to level 40 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Dark Brown Alder to create.
ID: 41230^0
This campsite will empower you and your friends, causing their restorative abilities up to level 40 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41231^0
This campsite will empower you and your friends, causing their restorative abilities up to level 40 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Yellow Alder to create.
ID: 41232^0
This campsite will empower you and your friends, causing their restorative abilities up to level 60 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Red Maple to create.
ID: 41233^0
This campsite will empower you and your friends, causing their restorative abilities up to level 60 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Dark Brown Maple to create.
ID: 41234^0
This campsite will empower you and your friends, causing their restorative abilities up to level 60 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41235^0
This campsite will empower you and your friends, causing their restorative abilities up to level 60 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Yellow Maple to create.
ID: 41236^0
This campsite will empower you and your friends, causing their restorative abilities up to level 65 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Red Ash to create.
ID: 41237^0
This campsite will empower you and your friends, causing their restorative abilities up to level 65 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Dark Brown Ash to create.
ID: 41238^0
This campsite will empower you and your friends, causing their restorative abilities up to level 65 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41239^0
This campsite will empower you and your friends, causing their restorative abilities up to level 65 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Yellow Ash to create.
ID: 41240^0
This campsite will empower you and your friends, causing their restorative abilities up to level 70 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Red Fir to create.
ID: 41241^0
This campsite will empower you and your friends, causing their restorative abilities up to level 70 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Dark Brown Fir to create.
ID: 41242^0
This campsite will empower you and your friends, causing their restorative abilities up to level 70 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41243^0
This campsite will empower you and your friends, causing their restorative abilities up to level 70 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Yellow Fir to create.
ID: 41244^0
This campsite will empower you and your friends, causing their restorative abilities up to level 75 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Red Briarwood to create.
ID: 41245^0
This campsite will empower you and your friends, causing their restorative abilities up to level 75 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Dark Brown Briarwood to create.
ID: 41246^0
This campsite will empower you and your friends, causing their restorative abilities up to level 75 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41247^0
This campsite will empower you and your friends, causing their restorative abilities up to level 75 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Yellow Briarwood to create.
ID: 41248^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 20 by up to 2 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Red Elm to create.
ID: 41249^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 20 by up to 4 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Dark Brown Elm to create.
ID: 41250^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 20 by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41251^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 20 by up to 8 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Yellow Elm to create.
ID: 41252^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 40 by up to 2 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Red Alder to create.
ID: 41253^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 40 by up to 4 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Dark Brown Alder to create.
ID: 41254^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 40 by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41255^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 40 by up to 8 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Yellow Alder to create.
ID: 41256^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 60 by up to 2 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Red Maple to create.
ID: 41257^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 60 by up to 4 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Dark Brown Maple to create.
ID: 41258^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 60 by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41259^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 60 by up to 8 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Yellow Maple to create.
ID: 41260^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 65 by up to 2 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Red Ash to create.
ID: 41261^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 65 by up to 4 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Dark Brown Ash to create.
ID: 41262^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 65 by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41263^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 65 by up to 8 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Yellow Ash to create.
ID: 41264^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 70 by up to 2 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Red Fir to create.
ID: 41265^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 70 by up to 4 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Dark Brown Fir to create.
ID: 41266^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 70 by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41267^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 70 by up to 8 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Yellow Fir to create.
ID: 41268^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 75 by up to 2 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Red Briarwood to create.
ID: 41269^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 75 by up to 4 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Dark Brown Briarwood to create.
ID: 41270^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 75 by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41271^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 75 by up to 8 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Yellow Briarwood to create.
ID: 41272^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 20 by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Red Elm to create.
ID: 41273^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 20 by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Dark Brown Elm to create.
ID: 41274^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 20 by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41275^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 20 by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Yellow Elm to create.
ID: 41276^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 40 by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Red Alder to create.
ID: 41277^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 40 by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Dark Brown Alder to create.
ID: 41278^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 40 by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41279^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 40 by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Yellow Alder to create.
ID: 41280^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 60 by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Red Maple to create.
ID: 41281^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 60 by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Dark Brown Maple to create.
ID: 41282^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 60 by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41283^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 60 by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Yellow Maple to create.
ID: 41284^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 65 by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Red Ash to create.
ID: 41285^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 65 by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Dark Brown Ash to create.
ID: 41286^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 65 by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41287^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 65 by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Yellow Ash to create.
ID: 41288^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 70 by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Red Fir to create.
ID: 41289^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 70 by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Dark Brown Fir to create.
ID: 41290^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 70 by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41291^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 70 by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Yellow Fir to create.
ID: 41292^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 75 by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Red Briarwood to create.
ID: 41293^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 75 by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Dark Brown Briarwood to create.
ID: 41294^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 75 by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41295^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 75 by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Yellow Briarwood to create.
ID: 41296^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 20 are invoked by up to 3 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Red Elm to create.
ID: 41297^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 20 are invoked by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Dark Brown Elm to create.
ID: 41298^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 20 are invoked by up to 9 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41299^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 20 are invoked by up to 12 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Yellow Elm to create.
ID: 41300^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 40 are invoked by up to 3 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Red Alder to create.
ID: 41301^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 40 are invoked by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Dark Brown Alder to create.
ID: 41302^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 40 are invoked by up to 9 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41303^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 40 are invoked by up to 12 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Yellow Alder to create.
ID: 41304^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 60 are invoked by up to 3 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Red Maple to create.
ID: 41305^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 60 are invoked by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Dark Brown Maple to create.
ID: 41306^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 60 are invoked by up to 9 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41307^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 60 are invoked by up to 12 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Yellow Maple to create.
ID: 41308^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 65 are invoked by up to 3 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Red Ash to create.
ID: 41309^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 65 are invoked by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Dark Brown Ash to create.
ID: 41310^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 65 are invoked by up to 9 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41311^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 65 are invoked by up to 12 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Yellow Ash to create.
ID: 41312^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 70 are invoked by up to 3 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Red Fir to create.
ID: 41313^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 70 are invoked by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Dark Brown Fir to create.
ID: 41314^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 70 are invoked by up to 9 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41315^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 70 are invoked by up to 12 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Yellow Fir to create.
ID: 41316^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 75 are invoked by up to 3 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Red Briarwood to create.
ID: 41317^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 75 are invoked by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Dark Brown Briarwood to create.
ID: 41318^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 75 are invoked by up to 9 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41319^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 75 are invoked by up to 12 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Yellow Briarwood to create.
ID: 41320^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 20 are invoked by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Red Elm to create.
ID: 41321^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 20 are invoked by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Dark Brown Elm to create.
ID: 41322^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 20 are invoked by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41323^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 20 are invoked by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Yellow Elm to create.
ID: 41324^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 40 are invoked by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Red Alder to create.
ID: 41325^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 40 are invoked by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Dark Brown Alder to create.
ID: 41326^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 40 are invoked by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41327^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 40 are invoked by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Yellow Alder to create.
ID: 41328^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 60 are invoked by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Red Maple to create.
ID: 41329^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 60 are invoked by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Dark Brown Maple to create.
ID: 41330^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 60 are invoked by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41331^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 60 are invoked by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Yellow Maple to create.
ID: 41332^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 65 are invoked by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Red Ash to create.
ID: 41333^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 65 are invoked by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Dark Brown Ash to create.
ID: 41334^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 65 are invoked by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41335^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 65 are invoked by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Yellow Ash to create.
ID: 41336^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 70 are invoked by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Red Fir to create.
ID: 41337^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 70 are invoked by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Dark Brown Fir to create.
ID: 41338^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 70 are invoked by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41339^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 70 are invoked by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Yellow Fir to create.
ID: 41340^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 75 are invoked by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Red Briarwood to create.
ID: 41341^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 75 are invoked by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Dark Brown Briarwood to create.
ID: 41342^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 75 are invoked by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41343^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 75 are invoked by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Yellow Briarwood to create.
ID: 41344^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 20 to last up to 3 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Red Elm to create.
ID: 41345^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 20 to last up to 6 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Dark Brown Elm to create.
ID: 41346^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 20 to last up to 9 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41347^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 20 to last up to 12 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Yellow Elm to create.
ID: 41348^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 40 to last up to 3 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Red Alder to create.
ID: 41349^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 40 to last up to 6 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Dark Brown Alder to create.
ID: 41350^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 40 to last up to 9 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41351^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 40 to last up to 12 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Yellow Alder to create.
ID: 41352^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 60 to last up to 3 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Red Maple to create.
ID: 41353^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 60 to last up to 6 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Dark Brown Maple to create.
ID: 41354^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 60 to last up to 9 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41355^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 60 to last up to 12 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Yellow Maple to create.
ID: 41356^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 65 to last up to 3 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Red Ash to create.
ID: 41357^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 65 to last up to 6 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Dark Brown Ash to create.
ID: 41358^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 65 to last up to 9 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41359^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 65 to last up to 12 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Yellow Ash to create.
ID: 41360^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 70 to last up to 3 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Red Fir to create.
ID: 41361^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 70 to last up to 6 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Dark Brown Fir to create.
ID: 41362^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 70 to last up to 9 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41363^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 70 to last up to 12 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Yellow Fir to create.
ID: 41364^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 75 to last up to 3 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Red Briarwood to create.
ID: 41365^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 75 to last up to 6 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Dark Brown Briarwood to create.
ID: 41366^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 75 to last up to 9 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41367^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 75 to last up to 12 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Yellow Briarwood to create.
ID: 41368^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 20 to last up to 5 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Red Elm to create.
ID: 41369^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 20 to last up to 10 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Dark Brown Elm to create.
ID: 41370^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 20 to last up to 15 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41371^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 20 to last up to 20 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Yellow Elm to create.
ID: 41372^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 40 to last up to 5 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Red Alder to create.
ID: 41373^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 40 to last up to 10 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Dark Brown Alder to create.
ID: 41374^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 40 to last up to 15 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41375^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 40 to last up to 20 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Yellow Alder to create.
ID: 41375^6
Reduces melee, casting speed, and movement rate by 25 percent. Inflicts damage every second for up to %z. Curable.
ID: 41376^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 60 to last up to 5 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Red Maple to create.
ID: 41376^6
Increases melee speed and crit chance by 25 percent.
ID: 41377^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 60 to last up to 10 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Dark Brown Maple to create.
ID: 41378^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 60 to last up to 15 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41378^6
Freezes you in place and stuns you for up to %z.
ID: 41379^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 60 to last up to 20 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Yellow Maple to create.
ID: 41380^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 65 to last up to 5 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Red Ash to create.
ID: 41381^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 65 to last up to 10 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Dark Brown Ash to create.
ID: 41382^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 65 to last up to 15 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41383^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 65 to last up to 20 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Yellow Ash to create.
ID: 41384^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 70 to last up to 5 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Red Fir to create.
ID: 41385^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 70 to last up to 10 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Dark Brown Fir to create.
ID: 41385^6
By focusing your rage, you cause your kick and bash attacks to inflict 7500 additional damage.
ID: 41386^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 70 to last up to 15 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41387^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 70 to last up to 20 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Yellow Fir to create.
ID: 41387^6
By focusing your rage, you cause your kick and bash attacks to inflict 9375 additional damage.
ID: 41388^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 75 to last up to 5 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Red Briarwood to create.
ID: 41389^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 75 to last up to 10 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Dark Brown Briarwood to create.
ID: 41389^6
By focusing your rage, you cause your kick and bash attacks to inflict 10000 additional damage.
ID: 41390^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 75 to last up to 15 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41391^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 75 to last up to 20 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Yellow Briarwood to create.
ID: 41391^6
By focusing your rage, you cause your kick and bash attacks to inflict 12500 additional damage.
ID: 41392^0
This campsite will empower your friends, causing their attacks to be more precise and effective.
This banner requires a Fellowship Kit: Aura of Cleave and a Fellowship Lumber Bundle: Yellow Elm to create.
ID: 41393^0
This campsite will empower your friends, causing their attacks to be more precise and effective.
This banner requires a Fellowship Kit: Aura of Cleave and a Fellowship Lumber Bundle: Yellow Alder to create.
ID: 41393^6
Increases the base healing of Spiritual Remedy by #1 percent.
ID: 41394^0
This campsite will empower your friends, causing their attacks to be more precise and effective.
This banner requires a Fellowship Kit: Aura of Cleave and a Fellowship Lumber Bundle: Yellow Maple to create.
ID: 41395^0
This campsite will empower your friends, causing their attacks to be more precise and effective.
This banner requires a Fellowship Kit: Aura of Cleave and a Fellowship Lumber Bundle: Yellow Ash to create.
ID: 41396^0
This campsite will empower your friends, causing their attacks to be more precise and effective.
This banner requires a Fellowship Kit: Aura of Cleave and a Fellowship Lumber Bundle: Yellow Fir to create.
ID: 41397^0
This campsite will empower your friends, causing their attacks to be more precise and effective.
This banner requires a Fellowship Kit: Aura of Cleave and a Fellowship Lumber Bundle: Yellow Briarwood to create.
ID: 41397^6
Rejuvenates your party, healing each member for #1 every six seconds for %z.
ID: 41398^0
This campsite will empower your friends, causing them to double-strike an opponent more frequently.
This banner requires a Fellowship Kit: Aura of Ferocity and a Fellowship Lumber Bundle: Yellow Elm to create.
ID: 41399^0
This campsite will empower your friends, causing them to double-strike an opponent more frequently.
This banner requires a Fellowship Kit: Aura of Ferocity and a Fellowship Lumber Bundle: Yellow Alder to create.
ID: 41400^0
This campsite will empower your friends, causing them to double-strike an opponent more frequently.
This banner requires a Fellowship Kit: Aura of Ferocity and a Fellowship Lumber Bundle: Yellow Maple to create.
ID: 41401^0
This campsite will empower your friends, causing them to double-strike an opponent more frequently.
This banner requires a Fellowship Kit: Aura of Ferocity and a Fellowship Lumber Bundle: Yellow Ash to create.
ID: 41401^6
Summons a sword of light. This sword will strike up to four nearby hated enemies for 6000 damage every five seconds, up to a maximum of 20 strikes.
ID: 41402^0
This campsite will empower your friends, causing them to double-strike an opponent more frequently.
This banner requires a Fellowship Kit: Aura of Ferocity and a Fellowship Lumber Bundle: Yellow Fir to create.
ID: 41403^0
This campsite will empower your friends, causing them to double-strike an opponent more frequently.
This banner requires a Fellowship Kit: Aura of Ferocity and a Fellowship Lumber Bundle: Yellow Briarwood to create.
ID: 41403^6
Summons a sword of justice. This sword will strike up to four nearby hated enemies for 7500 damage every five seconds, up to a maximum of 20 strikes.
ID: 41404^0
This campsite will empower your friends, causing them to be more accurate with their ranged attacks.
This banner requires a Fellowship Kit: Aura of Sharpshooting and a Fellowship Lumber Bundle: Yellow Elm to create.
ID: 41405^0
This campsite will empower your friends, causing them to be more accurate with their ranged attacks.
This banner requires a Fellowship Kit: Aura of Sharpshooting and a Fellowship Lumber Bundle: Yellow Alder to create.
ID: 41405^6
Summons a sword of light. This sword will strike up to four nearby hated enemies for 8000 damage every five seconds, up to a maximum of 20 strikes.
ID: 41406^0
This campsite will empower your friends, causing them to be more accurate with their ranged attacks.
This banner requires a Fellowship Kit: Aura of Sharpshooting and a Fellowship Lumber Bundle: Yellow Maple to create.
ID: 41407^0
This campsite will empower your friends, causing them to be more accurate with their ranged attacks.
This banner requires a Fellowship Kit: Aura of Sharpshooting and a Fellowship Lumber Bundle: Yellow Ash to create.
ID: 41407^6
Summons a sword of justice. This sword will strike up to four nearby hated enemies for 10000 damage every five seconds, up to a maximum of 20 strikes.
ID: 41408^0
This campsite will empower your friends, causing them to be more accurate with their ranged attacks.
This banner requires a Fellowship Kit: Aura of Sharpshooting and a Fellowship Lumber Bundle: Yellow Fir to create.
ID: 41409^0
This campsite will empower your friends, causing them to be more accurate with their ranged attacks.
This banner requires a Fellowship Kit: Aura of Sharpshooting and a Fellowship Lumber Bundle: Yellow Briarwood to create.
ID: 41409^6
Increases the base damage of Focused Arrowrain Fury by #1 percent.
ID: 41410^0
This campsite will empower your friends, causing them to be more evasive during combative situations.
This banner requires a Fellowship Kit: Aura of Evasion and a Fellowship Lumber Bundle: Yellow Elm to create.
ID: 41411^0
This campsite will empower your friends, causing them to be more evasive during combative situations.
This banner requires a Fellowship Kit: Aura of Evasion and a Fellowship Lumber Bundle: Yellow Alder to create.
ID: 41412^0
This campsite will empower your friends, causing them to be more evasive during combative situations.
This banner requires a Fellowship Kit: Aura of Evasion and a Fellowship Lumber Bundle: Yellow Maple to create.
ID: 41413^0
This campsite will empower your friends, causing them to be more evasive during combative situations.
This banner requires a Fellowship Kit: Aura of Evasion and a Fellowship Lumber Bundle: Yellow Ash to create.
ID: 41413^6
You harness the power of nature, allowing you to unleash lightning for 7500 damage when striking your enemies with melee or ranged attacks.
ID: 41414^0
This campsite will empower your friends, causing them to be more evasive during combative situations.
This banner requires a Fellowship Kit: Aura of Evasion and a Fellowship Lumber Bundle: Yellow Fir to create.
ID: 41415^0
This campsite will empower your friends, causing them to be more evasive during combative situations.
This banner requires a Fellowship Kit: Aura of Evasion and a Fellowship Lumber Bundle: Yellow Briarwood to create.
ID: 41415^6
You harness the power of nature, allowing you to unleash lightning for 9375 damage when striking your enemies with melee or ranged attacks.
ID: 41416^0
This campsite will empower your friends, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Fellowship Kit: Aura of Prevention and a Fellowship Lumber Bundle: Yellow Elm to create.
ID: 41417^0
This campsite will empower your friends, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Fellowship Kit: Aura of Prevention and a Fellowship Lumber Bundle: Yellow Alder to create.
ID: 41417^6
You harness the power of nature, allowing you to unleash lightning for 10000 damage when striking your enemies with melee or ranged attacks.
ID: 41418^0
This campsite will empower your friends, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Fellowship Kit: Aura of Prevention and a Fellowship Lumber Bundle: Yellow Maple to create.
ID: 41419^0
This campsite will empower your friends, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Fellowship Kit: Aura of Prevention and a Fellowship Lumber Bundle: Yellow Ash to create.
ID: 41419^6
You harness the power of nature, allowing you to unleash lightning for 12500 damage when striking your enemies with melee or ranged attacks.
ID: 41420^0
This campsite will empower your friends, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Fellowship Kit: Aura of Prevention and a Fellowship Lumber Bundle: Yellow Fir to create.
ID: 41421^0
This campsite will empower your friends, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Fellowship Kit: Aura of Prevention and a Fellowship Lumber Bundle: Yellow Briarwood to create.
ID: 41421^6
Summons a sword of darkness. This sword will lifetap up to four nearby hated enemies for 6000 damage every five seconds, up to a maximum of 20 strikes. You will be receive half of the damage as health.
ID: 41422^0
This campsite will empower you and your friends, infusing them with up to 15 strength.
This banner requires a Fellowship Kit: Aura of Strength and a Fellowship Lumber Bundle: Red Elm to create.
ID: 41423^0
This campsite will empower you and your friends, infusing them with up to 30 strength.
This banner requires a Fellowship Kit: Aura of Strength and a Fellowship Lumber Bundle: Red Alder to create.
ID: 41424^0
This campsite will empower you and your friends, infusing them with up to 45 strength.
This banner requires a Fellowship Kit: Aura of Strength and a Fellowship Lumber Bundle: Red Maple to create.
ID: 41424^6
Summons a sword of corruption. This sword will lifetap up to four nearby hated enemies for 7500 damage every five seconds, up to a maximum of 20 strikes. You will be receive half of the damage as health.
ID: 41425^0
This campsite will empower you and your friends, infusing them with up to 60 strength.
This banner requires a Fellowship Kit: Aura of Strength and a Fellowship Lumber Bundle: Red Ash to create.
ID: 41426^0
This campsite will empower you and your friends, infusing them with up to 75 strength.
This banner requires a Fellowship Kit: Aura of Strength and a Fellowship Lumber Bundle: Red Fir to create.
ID: 41427^0
This campsite will empower you and your friends, infusing them with up to 90 strength.
This banner requires a Fellowship Kit: Aura of Strength and a Fellowship Lumber Bundle: Red Briarwood to create.
ID: 41427^6
Summons a sword of darkness. This sword will lifetap up to four nearby hated enemies for 8000 damage every five seconds, up to a maximum of 20 strikes. You will be receive half of the damage as health.
ID: 41428^0
This campsite will empower you and your friends, infusing them with up to 105 strength.
This banner requires a Fellowship Kit: Aura of Strength and a Fellowship Lumber Bundle: Red Oak to create.
ID: 41429^0
This campsite will empower you and your friends, infusing them with up to 120 strength.
This banner requires a Fellowship Kit: Aura of Strength and a Fellowship Lumber Bundle: Red Teak to create.
ID: 41430^0
This campsite will empower you and your friends, infusing them with up to 135 strength.
This banner requires a Fellowship Kit: Aura of Strength and a Fellowship Lumber Bundle: Red Sandalwood to create.
ID: 41430^6
Summons a sword of corruption. This sword will lifetap up to four nearby hated enemies for 10000 damage every five seconds, up to a maximum of 20 strikes. You will be receive half of the damage as health.
ID: 41431^0
This campsite will empower you and your friends, infusing them with up to 150 strength.
This banner requires a Fellowship Kit: Aura of Strength and a Fellowship Lumber Bundle: Red Ironwood to create.
ID: 41432^0
This campsite will empower you and your friends, infusing them with up to 15 stamina.
This banner requires a Fellowship Kit: Aura of Stamina and a Fellowship Lumber Bundle: Red Elm to create.
ID: 41433^0
This campsite will empower you and your friends, infusing them with up to 30 stamina.
This banner requires a Fellowship Kit: Aura of Stamina and a Fellowship Lumber Bundle: Red Alder to create.
ID: 41433^6
Offers you a choice to follow the path of destruction or regrowth. Direct damage spells will be increased by 6000 OR instant healing spells will be increased by 3840, depending on which type of spell you cast first.
ID: 41434^0
This campsite will empower you and your friends, infusing them with up to 45 stamina.
This banner requires a Fellowship Kit: Aura of Stamina and a Fellowship Lumber Bundle: Red Maple to create.
ID: 41435^0
This campsite will empower you and your friends, infusing them with up to 60 stamina.
This banner requires a Fellowship Kit: Aura of Stamina and a Fellowship Lumber Bundle: Red Ash to create.
ID: 41436^0
This campsite will empower you and your friends, infusing them with up to 75 stamina.
This banner requires a Fellowship Kit: Aura of Stamina and a Fellowship Lumber Bundle: Red Fir to create.
ID: 41437^0
This campsite will empower you and your friends, infusing them with up to 90 stamina.
This banner requires a Fellowship Kit: Aura of Stamina and a Fellowship Lumber Bundle: Red Briarwood to create.
ID: 41438^0
This campsite will empower you and your friends, infusing them with up to 105 stamina.
This banner requires a Fellowship Kit: Aura of Stamina and a Fellowship Lumber Bundle: Red Oak to create.
ID: 41438^6
Offers you a choice to follow the path of destruction or regrowth. Direct damage spells will be increased by 7500 OR instant healing spells will be increased by 4800, depending on which type of spell you cast first.
ID: 41439^0
This campsite will empower you and your friends, infusing them with up to 120 stamina.
This banner requires a Fellowship Kit: Aura of Stamina and a Fellowship Lumber Bundle: Red Teak to create.
ID: 41440^0
This campsite will empower you and your friends, infusing them with up to 135 stamina.
This banner requires a Fellowship Kit: Aura of Stamina and a Fellowship Lumber Bundle: Red Sandalwood to create.
ID: 41441^0
This campsite will empower you and your friends, infusing them with up to 150 stamina.
This banner requires a Fellowship Kit: Aura of Stamina and a Fellowship Lumber Bundle: Red Ironwood to create.
ID: 41442^0
This campsite will empower you and your friends, infusing them with up to 15 dexterity.
This banner requires a Fellowship Kit: Aura of Dexterity and a Fellowship Lumber Bundle: Red Elm to create.
ID: 41443^0
This campsite will empower you and your friends, infusing them with up to 30 dexterity.
This banner requires a Fellowship Kit: Aura of Dexterity and a Fellowship Lumber Bundle: Red Alder to create.
ID: 41443^6
Offers you a choice to follow the path of destruction or regrowth. Direct damage spells will be increased by 8000 OR instant healing spells will be increased by 5120, depending on which type of spell you cast first.
ID: 41444^0
This campsite will empower you and your friends, infusing them with up to 45 dexterity.
This banner requires a Fellowship Kit: Aura of Dexterity and a Fellowship Lumber Bundle: Red Maple to create.
ID: 41445^0
This campsite will empower you and your friends, infusing them with up to 60 dexterity.
This banner requires a Fellowship Kit: Aura of Dexterity and a Fellowship Lumber Bundle: Red Ash to create.
ID: 41446^0
This campsite will empower you and your friends, infusing them with up to 75 dexterity.
This banner requires a Fellowship Kit: Aura of Dexterity and a Fellowship Lumber Bundle: Red Fir to create.
ID: 41447^0
This campsite will empower you and your friends, infusing them with up to 90 dexterity.
This banner requires a Fellowship Kit: Aura of Dexterity and a Fellowship Lumber Bundle: Red Briarwood to create.
ID: 41448^0
This campsite will empower you and your friends, infusing them with up to 105 dexterity.
This banner requires a Fellowship Kit: Aura of Dexterity and a Fellowship Lumber Bundle: Red Oak to create.
ID: 41448^6
Offers you a choice to follow the path of destruction or regrowth. Direct damage spells will be increased by 10000 OR instant healing spells will be increased by 6400, depending on which type of spell you cast first.
ID: 41449^0
This campsite will empower you and your friends, infusing them with up to 120 dexterity.
This banner requires a Fellowship Kit: Aura of Dexterity and a Fellowship Lumber Bundle: Red Teak to create.
ID: 41450^0
This campsite will empower you and your friends, infusing them with up to 135 dexterity.
This banner requires a Fellowship Kit: Aura of Dexterity and a Fellowship Lumber Bundle: Red Sandalwood to create.
ID: 41451^0
This campsite will empower you and your friends, infusing them with up to 150 dexterity.
This banner requires a Fellowship Kit: Aura of Dexterity and a Fellowship Lumber Bundle: Red Ironwood to create.
ID: 41452^0
This campsite will empower you and your friends, infusing them with up to 15 agility.
This banner requires a Fellowship Kit: Aura of Agility and a Fellowship Lumber Bundle: Red Elm to create.
ID: 41453^0
This campsite will empower you and your friends, infusing them with up to 30 agility.
This banner requires a Fellowship Kit: Aura of Agility and a Fellowship Lumber Bundle: Red Alder to create.
ID: 41453^6
This technique focuses your chi into your feet, adding 3000 additional damage to your next 40 flying kicks.
ID: 41454^0
This campsite will empower you and your friends, infusing them with up to 45 agility.
This banner requires a Fellowship Kit: Aura of Agility and a Fellowship Lumber Bundle: Red Maple to create.
ID: 41455^0
This campsite will empower you and your friends, infusing them with up to 60 agility.
This banner requires a Fellowship Kit: Aura of Agility and a Fellowship Lumber Bundle: Red Ash to create.
ID: 41455^6
This technique focuses your chi into your feet, adding 3750 additional damage to your next 40 flying kicks.
ID: 41456^0
This campsite will empower you and your friends, infusing them with up to 75 agility.
This banner requires a Fellowship Kit: Aura of Agility and a Fellowship Lumber Bundle: Red Fir to create.
ID: 41457^0
This campsite will empower you and your friends, infusing them with up to 90 agility.
This banner requires a Fellowship Kit: Aura of Agility and a Fellowship Lumber Bundle: Red Briarwood to create.
ID: 41457^6
This technique focuses your chi into your feet, adding 4000 additional damage to your next 40 flying kicks.
ID: 41458^0
This campsite will empower you and your friends, infusing them with up to 105 agility.
This banner requires a Fellowship Kit: Aura of Agility and a Fellowship Lumber Bundle: Red Oak to create.
ID: 41459^0
This campsite will empower you and your friends, infusing them with up to 120 agility.
This banner requires a Fellowship Kit: Aura of Agility and a Fellowship Lumber Bundle: Red Teak to create.
ID: 41459^6
This technique focuses your chi into your feet, adding 5000 additional damage to your next 40 flying kicks.
ID: 41460^0
This campsite will empower you and your friends, infusing them with up to 135 agility.
This banner requires a Fellowship Kit: Aura of Agility and a Fellowship Lumber Bundle: Red Sandalwood to create.
ID: 41461^0
This campsite will empower you and your friends, infusing them with up to 150 agility.
This banner requires a Fellowship Kit: Aura of Agility and a Fellowship Lumber Bundle: Red Ironwood to create.
ID: 41462^0
This campsite will empower you and your friends, infusing them with up to 7 intelligence.
This banner requires a Fellowship Kit: Aura of Intelligence and a Fellowship Lumber Bundle: Red Elm to create.
ID: 41463^0
This campsite will empower you and your friends, infusing them with up to 14 intelligence.
This banner requires a Fellowship Kit: Aura of Intelligence and a Fellowship Lumber Bundle: Red Alder to create.
ID: 41464^0
This campsite will empower you and your friends, infusing them with up to 21 intelligence.
This banner requires a Fellowship Kit: Aura of Intelligence and a Fellowship Lumber Bundle: Red Maple to create.
ID: 41465^0
This campsite will empower you and your friends, infusing them with up to 28 intelligence.
This banner requires a Fellowship Kit: Aura of Intelligence and a Fellowship Lumber Bundle: Red Ash to create.
ID: 41466^0
This campsite will empower you and your friends, infusing them with up to 35 intelligence.
This banner requires a Fellowship Kit: Aura of Intelligence and a Fellowship Lumber Bundle: Red Fir to create.
ID: 41467^0
This campsite will empower you and your friends, infusing them with up to 42 intelligence.
This banner requires a Fellowship Kit: Aura of Intelligence and a Fellowship Lumber Bundle: Red Briarwood to create.
ID: 41468^0
This campsite will empower you and your friends, infusing them with up to 49 intelligence.
This banner requires a Fellowship Kit: Aura of Intelligence and a Fellowship Lumber Bundle: Red Oak to create.
ID: 41469^0
This campsite will empower you and your friends, infusing them with up to 56 intelligence.
This banner requires a Fellowship Kit: Aura of Intelligence and a Fellowship Lumber Bundle: Red Teak to create.
ID: 41470^0
This campsite will empower you and your friends, infusing them with up to 63 intelligence.
This banner requires a Fellowship Kit: Aura of Intelligence and a Fellowship Lumber Bundle: Red Sandalwood to create.
ID: 41471^0
This campsite will empower you and your friends, infusing them with up to 70 intelligence.
This banner requires a Fellowship Kit: Aura of Intelligence and a Fellowship Lumber Bundle: Red Ironwood to create.
ID: 41472^0
This campsite will empower you and your friends, infusing them with up to 7 wisdom.
This banner requires a Fellowship Kit: Aura of Wisdom and a Fellowship Lumber Bundle: Red Elm to create.
ID: 41473^0
This campsite will empower you and your friends, infusing them with up to 14 wisdom.
This banner requires a Fellowship Kit: Aura of Wisdom and a Fellowship Lumber Bundle: Red Alder to create.
ID: 41474^0
This campsite will empower you and your friends, infusing them with up to 21 wisdom.
This banner requires a Fellowship Kit: Aura of Wisdom and a Fellowship Lumber Bundle: Red Maple to create.
ID: 41475^0
This campsite will empower you and your friends, infusing them with up to 28 wisdom.
This banner requires a Fellowship Kit: Aura of Wisdom and a Fellowship Lumber Bundle: Red Ash to create.
ID: 41476^0
This campsite will empower you and your friends, infusing them with up to 35 wisdom.
This banner requires a Fellowship Kit: Aura of Wisdom and a Fellowship Lumber Bundle: Red Fir to create.
ID: 41477^0
This campsite will empower you and your friends, infusing them with up to 42 wisdom.
This banner requires a Fellowship Kit: Aura of Wisdom and a Fellowship Lumber Bundle: Red Briarwood to create.
ID: 41478^0
This campsite will empower you and your friends, infusing them with up to 49 wisdom.
This banner requires a Fellowship Kit: Aura of Wisdom and a Fellowship Lumber Bundle: Red Oak to create.
ID: 41479^0
This campsite will empower you and your friends, infusing them with up to 56 wisdom.
This banner requires a Fellowship Kit: Aura of Wisdom and a Fellowship Lumber Bundle: Red Teak to create.
ID: 41480^0
This campsite will empower you and your friends, infusing them with up to 63 wisdom.
This banner requires a Fellowship Kit: Aura of Wisdom and a Fellowship Lumber Bundle: Red Sandalwood to create.
ID: 41481^0
This campsite will empower you and your friends, infusing them with up to 70 wisdom.
This banner requires a Fellowship Kit: Aura of Wisdom and a Fellowship Lumber Bundle: Red Ironwood to create.
ID: 41482^0
This campsite will empower you and your friends, infusing them with up to 15 charisma.
This banner requires a Fellowship Kit: Aura of Charisma and a Fellowship Lumber Bundle: Red Elm to create.
ID: 41483^0
This campsite will empower you and your friends, infusing them with up to 30 charisma.
This banner requires a Fellowship Kit: Aura of Charisma and a Fellowship Lumber Bundle: Red Alder to create.
ID: 41484^0
This campsite will empower you and your friends, infusing them with up to 45 charisma.
This banner requires a Fellowship Kit: Aura of Charisma and a Fellowship Lumber Bundle: Red Maple to create.
ID: 41485^0
This campsite will empower you and your friends, infusing them with up to 60 charisma.
This banner requires a Fellowship Kit: Aura of Charisma and a Fellowship Lumber Bundle: Red Ash to create.
ID: 41486^0
This campsite will empower you and your friends, infusing them with up to 75 charisma.
This banner requires a Fellowship Kit: Aura of Charisma and a Fellowship Lumber Bundle: Red Fir to create.
ID: 41487^0
This campsite will empower you and your friends, infusing them with up to 90 charisma.
This banner requires a Fellowship Kit: Aura of Charisma and a Fellowship Lumber Bundle: Red Briarwood to create.
ID: 41488^0
This campsite will empower you and your friends, infusing them with up to 105 charisma.
This banner requires a Fellowship Kit: Aura of Charisma and a Fellowship Lumber Bundle: Red Oak to create.
ID: 41489^0
This campsite will empower you and your friends, infusing them with up to 120 charisma.
This banner requires a Fellowship Kit: Aura of Charisma and a Fellowship Lumber Bundle: Red Teak to create.
ID: 41490^0
This campsite will empower you and your friends, infusing them with up to 135 charisma.
This banner requires a Fellowship Kit: Aura of Charisma and a Fellowship Lumber Bundle: Red Sandalwood to create.
ID: 41491^0
This campsite will empower you and your friends, infusing them with up to 150 charisma.
This banner requires a Fellowship Kit: Aura of Charisma and a Fellowship Lumber Bundle: Red Ironwood to create.
ID: 41492^0
This campsite will empower you and your friends, infusing them with up to 15 resistance to magic.
This banner requires a Fellowship Kit: Aura of Magic and a Fellowship Lumber Bundle: Dark Brown Elm to create.
ID: 41493^0
This campsite will empower you and your friends, infusing them with up to 30 resistance to magic.
This banner requires a Fellowship Kit: Aura of Magic and a Fellowship Lumber Bundle: Dark Brown Alder to create.
ID: 41494^0
This campsite will empower you and your friends, infusing them with up to 45 resistance to magic.
This banner requires a Fellowship Kit: Aura of Magic and a Fellowship Lumber Bundle: Dark Brown Maple to create.
ID: 41495^0
This campsite will empower you and your friends, infusing them with up to 60 resistance to magic.
This banner requires a Fellowship Kit: Aura of Magic and a Fellowship Lumber Bundle: Dark Brown Ash to create.
ID: 41496^0
This campsite will empower you and your friends, infusing them with up to 75 resistance to magic.
This banner requires a Fellowship Kit: Aura of Magic and a Fellowship Lumber Bundle: Dark Brown Fir to create.
ID: 41497^0
This campsite will empower you and your friends, infusing them with up to 90 resistance to magic.
This banner requires a Fellowship Kit: Aura of Magic and a Fellowship Lumber Bundle: Dark Brown Briarwood to create.
ID: 41497^6
Your incredible bladework deflects your opponent's attacks, allowing you to ward off #2 percent of incoming physical damage ($2 max per hit), up to a total of @2 damage.
ID: 41498^0
This campsite will empower you and your friends, infusing them with up to 105 resistance to magic.
This banner requires a Fellowship Kit: Aura of Magic and a Fellowship Lumber Bundle: Dark Brown Oak to create.
ID: 41499^0
This campsite will empower you and your friends, infusing them with up to 120 resistance to magic.
This banner requires a Fellowship Kit: Aura of Magic and a Fellowship Lumber Bundle: Dark Brown Teak to create.
ID: 41500^0
This campsite will empower you and your friends, infusing them with up to 135 resistance to magic.
This banner requires a Fellowship Kit: Aura of Magic and a Fellowship Lumber Bundle: Dark Brown Sandalwood to create.
ID: 41501^0
This campsite will empower you and your friends, infusing them with up to 150 resistance to magic.
This banner requires a Fellowship Kit: Aura of Magic and a Fellowship Lumber Bundle: Dark Brown Ironwood to create.
ID: 41502^0
This campsite will empower you and your friends, infusing them with up to 15 resistance to fire.
This banner requires a Fellowship Kit: Aura of Flame and a Fellowship Lumber Bundle: Dark Brown Elm to create.
ID: 41503^0
This campsite will empower you and your friends, infusing them with up to 30 resistance to fire.
This banner requires a Fellowship Kit: Aura of Flame and a Fellowship Lumber Bundle: Dark Brown Alder to create.
ID: 41504^0
This campsite will empower you and your friends, infusing them with up to 45 resistance to fire.
This banner requires a Fellowship Kit: Aura of Flame and a Fellowship Lumber Bundle: Dark Brown Maple to create.
ID: 41505^0
This campsite will empower you and your friends, infusing them with up to 60 resistance to fire.
This banner requires a Fellowship Kit: Aura of Flame and a Fellowship Lumber Bundle: Dark Brown Ash to create.
ID: 41505^6
Increases the damage done by Pyre of Jorobb and Ilsaria's Swift Sickness by #1 percent.
ID: 41506^0
This campsite will empower you and your friends, infusing them with up to 75 resistance to fire.
This banner requires a Fellowship Kit: Aura of Flame and a Fellowship Lumber Bundle: Dark Brown Fir to create.
ID: 41507^0
This campsite will empower you and your friends, infusing them with up to 90 resistance to fire.
This banner requires a Fellowship Kit: Aura of Flame and a Fellowship Lumber Bundle: Dark Brown Briarwood to create.
ID: 41508^0
This campsite will empower you and your friends, infusing them with up to 105 resistance to fire.
This banner requires a Fellowship Kit: Aura of Flame and a Fellowship Lumber Bundle: Dark Brown Oak to create.
ID: 41509^0
This campsite will empower you and your friends, infusing them with up to 120 resistance to fire.
This banner requires a Fellowship Kit: Aura of Flame and a Fellowship Lumber Bundle: Dark Brown Teak to create.
ID: 41509^6
Summons an essence of corruption. The essence will strike your target for 7500 damage every five seconds.
ID: 41510^0
This campsite will empower you and your friends, infusing them with up to 135 resistance to fire.
This banner requires a Fellowship Kit: Aura of Flame and a Fellowship Lumber Bundle: Dark Brown Sandalwood to create.
ID: 41511^0
This campsite will empower you and your friends, infusing them with up to 150 resistance to fire.
This banner requires a Fellowship Kit: Aura of Flame and a Fellowship Lumber Bundle: Dark Brown Ironwood to create.
ID: 41511^6
Summons an essence of defilement. The essence will strike your target for 9375 damage every five seconds.
ID: 41512^0
This campsite will empower you and your friends, infusing them with up to 15 resistance to cold.
This banner requires a Fellowship Kit: Aura of Frost and a Fellowship Lumber Bundle: Dark Brown Elm to create.
ID: 41513^0
This campsite will empower you and your friends, infusing them with up to 30 resistance to cold.
This banner requires a Fellowship Kit: Aura of Frost and a Fellowship Lumber Bundle: Dark Brown Alder to create.
ID: 41513^6
Summons an essence of corruption. The essence will strike your target for 10000 damage every five seconds.
ID: 41514^0
This campsite will empower you and your friends, infusing them with up to 45 resistance to cold.
This banner requires a Fellowship Kit: Aura of Frost and a Fellowship Lumber Bundle: Dark Brown Maple to create.
ID: 41515^0
This campsite will empower you and your friends, infusing them with up to 60 resistance to cold.
This banner requires a Fellowship Kit: Aura of Frost and a Fellowship Lumber Bundle: Dark Brown Ash to create.
ID: 41515^6
Summons an essence of defilement. The essence will strike your target for 12500 damage every five seconds.
ID: 41516^0
This campsite will empower you and your friends, infusing them with up to 75 resistance to cold.
This banner requires a Fellowship Kit: Aura of Frost and a Fellowship Lumber Bundle: Dark Brown Fir to create.
ID: 41517^0
This campsite will empower you and your friends, infusing them with up to 90 resistance to cold.
This banner requires a Fellowship Kit: Aura of Frost and a Fellowship Lumber Bundle: Dark Brown Briarwood to create.
ID: 41517^6
Increases the damage done by Ethereal Skyblaze by #1 percent.
ID: 41518^0
This campsite will empower you and your friends, infusing them with up to 105 resistance to cold.
This banner requires a Fellowship Kit: Aura of Frost and a Fellowship Lumber Bundle: Dark Brown Oak to create.
ID: 41519^0
This campsite will empower you and your friends, infusing them with up to 120 resistance to cold.
This banner requires a Fellowship Kit: Aura of Frost and a Fellowship Lumber Bundle: Dark Brown Teak to create.
ID: 41520^0
This campsite will empower you and your friends, infusing them with up to 135 resistance to cold.
This banner requires a Fellowship Kit: Aura of Frost and a Fellowship Lumber Bundle: Dark Brown Sandalwood to create.
ID: 41521^0
This campsite will empower you and your friends, infusing them with up to 150 resistance to cold.
This banner requires a Fellowship Kit: Aura of Frost and a Fellowship Lumber Bundle: Dark Brown Ironwood to create.
ID: 41521^6
You construct complex weave, replenishing #11 mana every six seconds for %z.
ID: 41522^0
This campsite will empower you and your friends, infusing them with up to 15 resistance to poison.
This banner requires a Fellowship Kit: Aura of Poison and a Fellowship Lumber Bundle: Dark Brown Elm to create.
ID: 41523^0
This campsite will empower you and your friends, infusing them with up to 30 resistance to poison.
This banner requires a Fellowship Kit: Aura of Poison and a Fellowship Lumber Bundle: Dark Brown Alder to create.
ID: 41524^0
This campsite will empower you and your friends, infusing them with up to 45 resistance to poison.
This banner requires a Fellowship Kit: Aura of Poison and a Fellowship Lumber Bundle: Dark Brown Maple to create.
ID: 41525^0
This campsite will empower you and your friends, infusing them with up to 60 resistance to poison.
This banner requires a Fellowship Kit: Aura of Poison and a Fellowship Lumber Bundle: Dark Brown Ash to create.
ID: 41525^6
Increases the duration of Remorseless Servant by 2 seconds.
ID: 41526^0
This campsite will empower you and your friends, infusing them with up to 75 resistance to poison.
This banner requires a Fellowship Kit: Aura of Poison and a Fellowship Lumber Bundle: Dark Brown Fir to create.
ID: 41526^6
Increases the duration of Remorseless Servant by 3 seconds.
ID: 41527^0
This campsite will empower you and your friends, infusing them with up to 90 resistance to poison.
This banner requires a Fellowship Kit: Aura of Poison and a Fellowship Lumber Bundle: Dark Brown Briarwood to create.
ID: 41527^6
Your command causes your pet to strike enemies with an obedient fury.
ID: 41528^0
This campsite will empower you and your friends, infusing them with up to 105 resistance to poison.
This banner requires a Fellowship Kit: Aura of Poison and a Fellowship Lumber Bundle: Dark Brown Oak to create.
ID: 41528^6
Your command causes your pet to grant you a portion of their power, increasing the damage of Bolt of Molten Shieldstone by #1.
ID: 41529^0
This campsite will empower you and your friends, infusing them with up to 120 resistance to poison.
This banner requires a Fellowship Kit: Aura of Poison and a Fellowship Lumber Bundle: Dark Brown Teak to create.
ID: 41530^0
This campsite will empower you and your friends, infusing them with up to 135 resistance to poison.
This banner requires a Fellowship Kit: Aura of Poison and a Fellowship Lumber Bundle: Dark Brown Sandalwood to create.
ID: 41531^0
This campsite will empower you and your friends, infusing them with up to 150 resistance to poison.
This banner requires a Fellowship Kit: Aura of Poison and a Fellowship Lumber Bundle: Dark Brown Ironwood to create.
ID: 41532^0
This campsite will empower you and your friends, infusing them with up to 15 resistance to disease.
This banner requires a Fellowship Kit: Aura of Disease and a Fellowship Lumber Bundle: Dark Brown Elm to create.
ID: 41533^0
This campsite will empower you and your friends, infusing them with up to 30 resistance to disease.
This banner requires a Fellowship Kit: Aura of Disease and a Fellowship Lumber Bundle: Dark Brown Alder to create.
ID: 41534^0
This campsite will empower you and your friends, infusing them with up to 45 resistance to disease.
This banner requires a Fellowship Kit: Aura of Disease and a Fellowship Lumber Bundle: Dark Brown Maple to create.
ID: 41535^0
This campsite will empower you and your friends, infusing them with up to 60 resistance to disease.
This banner requires a Fellowship Kit: Aura of Disease and a Fellowship Lumber Bundle: Dark Brown Ash to create.
ID: 41536^0
This campsite will empower you and your friends, infusing them with up to 75 resistance to disease.
This banner requires a Fellowship Kit: Aura of Disease and a Fellowship Lumber Bundle: Dark Brown Fir to create.
ID: 41537^0
This campsite will empower you and your friends, infusing them with up to 90 resistance to disease.
This banner requires a Fellowship Kit: Aura of Disease and a Fellowship Lumber Bundle: Dark Brown Briarwood to create.
ID: 41538^0
This campsite will empower you and your friends, infusing them with up to 105 resistance to disease.
This banner requires a Fellowship Kit: Aura of Disease and a Fellowship Lumber Bundle: Dark Brown Oak to create.
ID: 41539^0
This campsite will empower you and your friends, infusing them with up to 120 resistance to disease.
This banner requires a Fellowship Kit: Aura of Disease and a Fellowship Lumber Bundle: Dark Brown Teak to create.
ID: 41539^6
Reduces the recast time of Enticer's Unity by 1 second.
ID: 41540^0
This campsite will empower you and your friends, infusing them with up to 135 resistance to disease.
This banner requires a Fellowship Kit: Aura of Disease and a Fellowship Lumber Bundle: Dark Brown Sandalwood to create.
ID: 41540^6
Reduces the recast time of Enticer's Unity by 2 seconds.
ID: 41541^0
This campsite will empower you and your friends, infusing them with up to 150 resistance to disease.
This banner requires a Fellowship Kit: Aura of Disease and a Fellowship Lumber Bundle: Dark Brown Ironwood to create.
ID: 41541^6
Grants your party members new insight, replenishing #7 mana every six seconds for %z.
ID: 41542^0
This campsite will empower you and your friends, infusing them with up to 3 resistance to corruption.
This banner requires a Fellowship Kit: Aura of Corruption and a Fellowship Lumber Bundle: Dark Brown Elm to create.
ID: 41543^0
This campsite will empower you and your friends, infusing them with up to 6 resistance to corruption.
This banner requires a Fellowship Kit: Aura of Corruption and a Fellowship Lumber Bundle: Dark Brown Alder to create.
ID: 41544^0
This campsite will empower you and your friends, infusing them with up to 9 resistance to corruption.
This banner requires a Fellowship Kit: Aura of Corruption and a Fellowship Lumber Bundle: Dark Brown Maple to create.
ID: 41545^0
This campsite will empower you and your friends, infusing them with up to 12 resistance to corruption.
This banner requires a Fellowship Kit: Aura of Corruption and a Fellowship Lumber Bundle: Dark Brown Ash to create.
ID: 41545^6
Increases the damage of Frozen Miasma by #1 percent.
ID: 41546^0
This campsite will empower you and your friends, infusing them with up to 15 resistance to corruption.
This banner requires a Fellowship Kit: Aura of Corruption and a Fellowship Lumber Bundle: Dark Brown Fir to create.
ID: 41547^0
This campsite will empower you and your friends, infusing them with up to 18 resistance to corruption.
This banner requires a Fellowship Kit: Aura of Corruption and a Fellowship Lumber Bundle: Dark Brown Briarwood to create.
ID: 41548^0
This campsite will empower you and your friends, infusing them with up to 21 resistance to corruption.
This banner requires a Fellowship Kit: Aura of Corruption and a Fellowship Lumber Bundle: Dark Brown Oak to create.
ID: 41549^0
This campsite will empower you and your friends, infusing them with up to 24 resistance to corruption.
This banner requires a Fellowship Kit: Aura of Corruption and a Fellowship Lumber Bundle: Dark Brown Teak to create.
ID: 41549^6
You pet unleashes their inner rage, striking their target for 7500 damage, up to a maximum of 16 strikes.
ID: 41550^0
This campsite will empower you and your friends, infusing them with up to 27 resistance to corruption.
This banner requires a Fellowship Kit: Aura of Corruption and a Fellowship Lumber Bundle: Dark Brown Sandalwood to create.
ID: 41551^0
This campsite will empower you and your friends, infusing them with up to 30 resistance to corruption.
This banner requires a Fellowship Kit: Aura of Corruption and a Fellowship Lumber Bundle: Dark Brown Ironwood to create.
ID: 41551^6
You pet unleashes their inner fury, striking their target for 9375 damage, up to a maximum of 16 strikes.
ID: 41552^0
This campsite will empower you and your friends, allowing them to take on the form of a barbarian.
This banner requires a Fellowship Kit: Barbarian Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41553^0
This campsite will empower you and your friends, allowing them to take on the form of a dark elf.
This banner requires a Fellowship Kit: Teir`Dal Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41553^6
You pet unleashes their inner rage, striking their target for 10000 damage, up to a maximum of 16 strikes.
ID: 41554^0
This campsite will empower you and your friends, allowing them to take on the form of a dwarf.
This banner requires a Fellowship Kit: Dwarven Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41555^0
This campsite will empower you and your friends, allowing them to take on the form of an erudite.
This banner requires a Fellowship Kit: Erudite Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41555^6
You pet unleashes their inner fury, striking their target for 12500 damage, up to a maximum of 16 strikes.
ID: 41556^0
This campsite will empower you and your friends, allowing them to take on the form of a gnome.
This banner requires a Fellowship Kit: Gnome Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41557^0
This campsite will empower you and your friends, allowing them to take on the form of a half elf.
This banner requires a Fellowship Kit: Half Elf Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41557^6
By focusing your rage, you cause your axe throwing disciplines to inflict 7500 additional damage.
ID: 41558^0
This campsite will empower you and your friends, allowing them to take on the form of a halfling.
This banner requires a Fellowship Kit: Halfling Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41559^0
This campsite will empower you and your friends, allowing them to take on the form of a high elf.
This banner requires a Fellowship Kit: High Elf Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41559^6
By focusing your rage, you cause your axe throwing disciplines to inflict 9375 additional damage.
ID: 41560^0
This campsite will empower you and your friends, allowing them to take on the form of a human.
This banner requires a Fellowship Kit: Human Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41561^0
This campsite will empower you and your friends, allowing them to take on the form of an iksar.
This banner requires a Fellowship Kit: Iksar Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41561^6
By focusing your rage, you cause your axe throwing disciplines to inflict 10000 additional damage.
ID: 41562^0
This campsite will empower you and your friends, allowing them to take on the form of an ogre.
This banner requires a Fellowship Kit: Ogre Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41563^0
This campsite will empower you and your friends, allowing them to take on the form of a troll.
This banner requires a Fellowship Kit: Troll Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41563^6
By focusing your rage, you cause your axe throwing disciplines to inflict 12500 additional damage.
ID: 41564^0
This campsite will empower you and your friends, allowing them to take on the form of a vah shir.
This banner requires a Fellowship Kit: Vah Shir Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41565^0
This campsite will empower you and your friends, allowing them to take on the form of a wood elf.
This banner requires a Fellowship Kit: Wood Elf Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41565^6
Increases the duration of Talisman of the Leopard by #1 tick.
ID: 41566^0
This campsite will empower you and your friends, allowing them to take on the form of a froglok.
This banner requires a Fellowship Kit: Guktan Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41566^6
Increases the duration of Talisman of the Leopard by #1 ticks.
ID: 41567^0
This campsite will empower you and your friends, allowing them to take on the form of a drakkin.
This banner requires a Fellowship Kit: Drakkin Essence and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41568^0
This campsite will empower you and your friends, allowing them to take on the form of an earthen elemental.
This banner requires a Fellowship Kit: Earthen Essence and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41569^0
This campsite will empower you and your friends, allowing them to take on the form of an aery elemental.
This banner requires a Fellowship Kit: Aery Essence and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41570^0
This campsite will empower you and your friends, allowing them to take on the form of a flame elemental.
This banner requires a Fellowship Kit: Fiery Essence and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41571^0
This campsite will empower you and your friends, allowing them to take on the form of an auqeous elemental.
This banner requires a Fellowship Kit: Aqueous Essence and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41572^0
This campsite will empower you and your friends, allowing them to take on the form of a spirit wolf.
This banner requires a Fellowship Kit: Spirits Essence and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41573^0
This campsite will empower you and your friends, allowing them to take on the form of a werewolf.
This banner requires a Fellowship Kit: Werewolf Essence and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41574^0
This campsite will empower you and your friends, allowing them to take on the form of a beholder.
This banner requires a Fellowship Kit: Beholder Essence and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41575^0
This campsite will empower you and your friends, allowing them to take on the form of an imp.
This banner requires a Fellowship Kit: Imp Essence and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41576^0
This campsite will empower you and your friends, allowing them to take on the form of a froglok.
This banner requires a Fellowship Kit: Krup Essence and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41577^0
This campsite will empower you and your friends, allowing them to take on the form of a scarecrow.
This banner requires a Fellowship Kit: Scarecrow Essence and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41578^0
This campsite will empower you and your friends, allowing them to take on the form of a skeleton.
This banner requires a Fellowship Kit: Skeleton Essence and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41579^0
This campsite will empower you and your friends, allowing them to take on the form of a drybone skeleton.
This banner requires a Fellowship Kit: Drybone Essence and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41580^0
This campsite will empower you and your friends, allowing them to take on the form of a frostbone skeleton.
This banner requires a Fellowship Kit: Frostbone Essence and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41581^0
This campsite will empower you and your friends, allowing them to take on the form of an orc.
This banner requires a Fellowship Kit: Orc Essence and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 41582^0
This campsite will empower you and your friends, allowing them to take on the form of a goblin.
This banner requires a Fellowship Kit: Goblin Essence and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 41583^0
This campsite will empower you and your friends, allowing them to take on the form of a sporali.
This banner requires a Fellowship Kit: Sporali Essence and a Fellowship Lumber Bundle: Light Brown Ironwood to create.
ID: 41584^0
This campsite will empower you and your friends, allowing them to take on the form of a fairy.
This banner requires a Fellowship Kit: Fae Essence and a Fellowship Lumber Bundle: Light Brown Sandalwood to create.
ID: 41585^0
This campsite will empower you and your friends, allowing them to take on the form of a scaled wolf.
This banner requires a Fellowship Kit: Scaled Essence and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41586^0
This campsite will empower you and your friends, granting them up to 150 additional health.
This banner requires a Fellowship Kit: Aura of Health and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41587^0
This campsite will empower you and your friends, granting them up to 300 additional health.
This banner requires a Fellowship Kit: Aura of Health and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41588^0
This campsite will empower you and your friends, granting them up to 450 additional health.
This banner requires a Fellowship Kit: Aura of Health and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41589^0
This campsite will empower you and your friends, granting them up to 600 additional health.
This banner requires a Fellowship Kit: Aura of Health and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41590^0
This campsite will empower you and your friends, granting them up to 750 additional health.
This banner requires a Fellowship Kit: Aura of Health and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41591^0
This campsite will empower you and your friends, granting them up to 900 additional health.
This banner requires a Fellowship Kit: Aura of Health and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41592^0
This campsite will empower you and your friends, granting them up to 1050 additional health.
This banner requires a Fellowship Kit: Aura of Health and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 41593^0
This campsite will empower you and your friends, granting them up to 1200 additional health.
This banner requires a Fellowship Kit: Aura of Health and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 41594^0
This campsite will empower you and your friends, granting them up to 1350 additional health.
This banner requires a Fellowship Kit: Aura of Health and a Fellowship Lumber Bundle: Light Brown Sandalwood to create.
ID: 41595^0
This campsite will empower you and your friends, granting them up to 1500 additional health.
This banner requires a Fellowship Kit: Aura of Health and a Fellowship Lumber Bundle: Light Brown Ironwood to create.
ID: 41596^0
This campsite will empower you and your friends, granting them up to 6 additional health regeneration.
This banner requires a Fellowship Kit: Aura of Replenishment and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41597^0
This campsite will empower you and your friends, granting them up to 12 additional health regeneration.
This banner requires a Fellowship Kit: Aura of Replenishment and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41598^0
This campsite will empower you and your friends, granting them up to 18 additional health regeneration.
This banner requires a Fellowship Kit: Aura of Replenishment and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41599^0
This campsite will empower you and your friends, granting them up to 24 additional health regeneration.
This banner requires a Fellowship Kit: Aura of Replenishment and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41600^0
This campsite will empower you and your friends, granting them up to 30 additional health regeneration.
This banner requires a Fellowship Kit: Aura of Replenishment and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41601^0
This campsite will empower you and your friends, granting them up to 36 additional health regeneration.
This banner requires a Fellowship Kit: Aura of Replenishment and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41602^0
This campsite will empower you and your friends, granting them up to 42 additional health regeneration.
This banner requires a Fellowship Kit: Aura of Replenishment and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 41603^0
This campsite will empower you and your friends, granting them up to 48 additional health regeneration.
This banner requires a Fellowship Kit: Aura of Replenishment and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 41604^0
This campsite will empower you and your friends, granting them up to 54 additional health regeneration.
This banner requires a Fellowship Kit: Aura of Replenishment and a Fellowship Lumber Bundle: Light Brown Sandalwood to create.
ID: 41605^0
This campsite will empower you and your friends, granting them up to 60 additional health regeneration.
This banner requires a Fellowship Kit: Aura of Replenishment and a Fellowship Lumber Bundle: Light Brown Ironwood to create.
ID: 41606^0
This campsite will empower you and your friends, granting them up to 150 additional mana.
This banner requires a Fellowship Kit: Aura of Mana and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41607^0
This campsite will empower you and your friends, granting them up to 300 additional mana.
This banner requires a Fellowship Kit: Aura of Mana and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41608^0
This campsite will empower you and your friends, granting them up to 450 additional mana.
This banner requires a Fellowship Kit: Aura of Mana and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41609^0
This campsite will empower you and your friends, granting them up to 600 additional mana.
This banner requires a Fellowship Kit: Aura of Mana and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41610^0
This campsite will empower you and your friends, granting them up to 750 additional mana.
This banner requires a Fellowship Kit: Aura of Mana and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41611^0
This campsite will empower you and your friends, granting them up to 900 additional mana.
This banner requires a Fellowship Kit: Aura of Mana and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41612^0
This campsite will empower you and your friends, granting them up to 1050 additional mana.
This banner requires a Fellowship Kit: Aura of Mana and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 41613^0
This campsite will empower you and your friends, granting them up to 1200 additional mana.
This banner requires a Fellowship Kit: Aura of Mana and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 41614^0
This campsite will empower you and your friends, granting them up to 1350 additional mana.
This banner requires a Fellowship Kit: Aura of Mana and a Fellowship Lumber Bundle: Light Brown Sandalwood to create.
ID: 41615^0
This campsite will empower you and your friends, granting them up to 1500 additional mana.
This banner requires a Fellowship Kit: Aura of Mana and a Fellowship Lumber Bundle: Light Brown Ironwood to create.
ID: 41616^0
This campsite will empower you and your friends, granting them up to 2 additional mana regeneration.
This banner requires a Fellowship Kit: Aura of Clarity and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41617^0
This campsite will empower you and your friends, granting them up to 4 additional mana regeneration.
This banner requires a Fellowship Kit: Aura of Clarity and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41618^0
This campsite will empower you and your friends, granting them up to 6 additional mana regeneration.
This banner requires a Fellowship Kit: Aura of Clarity and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41619^0
This campsite will empower you and your friends, granting them up to 8 additional mana regeneration.
This banner requires a Fellowship Kit: Aura of Clarity and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41620^0
This campsite will empower you and your friends, granting them up to 10 additional mana regeneration.
This banner requires a Fellowship Kit: Aura of Clarity and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41621^0
This campsite will empower you and your friends, granting them up to 12 additional mana regeneration.
This banner requires a Fellowship Kit: Aura of Clarity and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41622^0
This campsite will empower you and your friends, granting them up to 14 additional mana regeneration.
This banner requires a Fellowship Kit: Aura of Clarity and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 41623^0
This campsite will empower you and your friends, granting them up to 16 additional mana regeneration.
This banner requires a Fellowship Kit: Aura of Clarity and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 41624^0
This campsite will empower you and your friends, granting them up to 18 additional mana regeneration.
This banner requires a Fellowship Kit: Aura of Clarity and a Fellowship Lumber Bundle: Light Brown Sandalwood to create.
ID: 41625^0
This campsite will empower you and your friends, granting them up to 20 additional mana regeneration.
This banner requires a Fellowship Kit: Aura of Clarity and a Fellowship Lumber Bundle: Light Brown Ironwood to create.
ID: 41626^0
This campsite will empower you and your friends, granting them up to 150 additional endurance.
This banner requires a Fellowship Kit: Aura of Endurance and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41627^0
This campsite will empower you and your friends, granting them up to 300 additional endurance.
This banner requires a Fellowship Kit: Aura of Endurance and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41628^0
This campsite will empower you and your friends, granting them up to 450 additional endurance.
This banner requires a Fellowship Kit: Aura of Endurance and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41629^0
This campsite will empower you and your friends, granting them up to 600 additional endurance.
This banner requires a Fellowship Kit: Aura of Endurance and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41630^0
This campsite will empower you and your friends, granting them up to 750 additional endurance.
This banner requires a Fellowship Kit: Aura of Endurance and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41631^0
This campsite will empower you and your friends, granting them up to 900 additional endurance.
This banner requires a Fellowship Kit: Aura of Endurance and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41632^0
This campsite will empower you and your friends, granting them up to 1050 additional endurance.
This banner requires a Fellowship Kit: Aura of Endurance and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 41633^0
This campsite will empower you and your friends, granting them up to 1200 additional endurance.
This banner requires a Fellowship Kit: Aura of Endurance and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 41634^0
This campsite will empower you and your friends, granting them up to 1350 additional endurance.
This banner requires a Fellowship Kit: Aura of Endurance and a Fellowship Lumber Bundle: Light Brown Sandalwood to create.
ID: 41635^0
This campsite will empower you and your friends, granting them up to 1500 additional endurance.
This banner requires a Fellowship Kit: Aura of Endurance and a Fellowship Lumber Bundle: Light Brown Ironwood to create.
ID: 41636^0
This campsite will empower you and your friends, granting them up to 2 additional endurance regeneration.
This banner requires a Fellowship Kit: Aura of Vigor and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41637^0
This campsite will empower you and your friends, granting them up to 4 additional endurance regeneration.
This banner requires a Fellowship Kit: Aura of Vigor and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41638^0
This campsite will empower you and your friends, granting them up to 6 additional endurance regeneration.
This banner requires a Fellowship Kit: Aura of Vigor and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41639^0
This campsite will empower you and your friends, granting them up to 8 additional endurance regeneration.
This banner requires a Fellowship Kit: Aura of Vigor and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41640^0
This campsite will empower you and your friends, granting them up to 10 additional endurance regeneration.
This banner requires a Fellowship Kit: Aura of Vigor and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41641^0
This campsite will empower you and your friends, granting them up to 12 additional endurance regeneration.
This banner requires a Fellowship Kit: Aura of Vigor and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41642^0
This campsite will empower you and your friends, granting them up to 14 additional endurance regeneration.
This banner requires a Fellowship Kit: Aura of Vigor and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 41643^0
This campsite will empower you and your friends, granting them up to 16 additional endurance regeneration.
This banner requires a Fellowship Kit: Aura of Vigor and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 41644^0
This campsite will empower you and your friends, granting them up to 18 additional endurance regeneration.
This banner requires a Fellowship Kit: Aura of Vigor and a Fellowship Lumber Bundle: Light Brown Sandalwood to create.
ID: 41645^0
This campsite will empower you and your friends, granting them up to 20 additional endurance regeneration.
This banner requires a Fellowship Kit: Aura of Vigor and a Fellowship Lumber Bundle: Light Brown Ironwood to create.
ID: 41646^0
This campsite will empower you and your friends, granting them up to 3 percent haste.
This banner requires a Fellowship Kit: Aura of Celerity and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41647^0
This campsite will empower you and your friends, granting them up to 6 percent haste.
This banner requires a Fellowship Kit: Aura of Celerity and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41648^0
This campsite will empower you and your friends, granting them up to 9 percent haste.
This banner requires a Fellowship Kit: Aura of Celerity and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41649^0
This campsite will empower you and your friends, granting them up to 12 percent haste.
This banner requires a Fellowship Kit: Aura of Celerity and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41650^0
This campsite will empower you and your friends, granting them up to 15 percent haste.
This banner requires a Fellowship Kit: Aura of Celerity and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41651^0
This campsite will empower you and your friends, granting them up to 18 percent haste.
This banner requires a Fellowship Kit: Aura of Celerity and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41652^0
This campsite will empower you and your friends, granting them up to 21 percent haste.
This banner requires a Fellowship Kit: Aura of Celerity and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 41653^0
This campsite will empower you and your friends, granting them up to 24 percent haste.
This banner requires a Fellowship Kit: Aura of Celerity and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 41654^0
This campsite will empower you and your friends, granting them up to 27 percent haste.
This banner requires a Fellowship Kit: Aura of Celerity and a Fellowship Lumber Bundle: Light Brown Sandalwood to create.
ID: 41655^0
This campsite will empower you and your friends, granting them up to 30 percent haste.
This banner requires a Fellowship Kit: Aura of Celerity and a Fellowship Lumber Bundle: Light Brown Ironwood to create.
ID: 41656^0
This campsite will empower you and your friends, granting them up to 15 additional attack.
This banner requires a Fellowship Kit: Aura of Vengeance and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41657^0
This campsite will empower you and your friends, granting them up to 30 additional attack.
This banner requires a Fellowship Kit: Aura of Vengeance and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41658^0
This campsite will empower you and your friends, granting them up to 45 additional attack.
This banner requires a Fellowship Kit: Aura of Vengeance and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41659^0
This campsite will empower you and your friends, granting them up to 60 additional attack.
This banner requires a Fellowship Kit: Aura of Vengeance and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41660^0
This campsite will empower you and your friends, granting them up to 75 additional attack.
This banner requires a Fellowship Kit: Aura of Vengeance and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41661^0
This campsite will empower you and your friends, granting them up to 90 additional attack.
This banner requires a Fellowship Kit: Aura of Vengeance and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41662^0
This campsite will empower you and your friends, granting them up to 105 additional attack.
This banner requires a Fellowship Kit: Aura of Vengeance and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 41663^0
This campsite will empower you and your friends, granting them up to 120 additional attack.
This banner requires a Fellowship Kit: Aura of Vengeance and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 41664^0
This campsite will empower you and your friends, granting them up to 135 additional attack.
This banner requires a Fellowship Kit: Aura of Vengeance and a Fellowship Lumber Bundle: Light Brown Sandalwood to create.
ID: 41665^0
This campsite will empower you and your friends, granting them up to 150 additional attack.
This banner requires a Fellowship Kit: Aura of Vengeance and a Fellowship Lumber Bundle: Light Brown Ironwood to create.
ID: 41666^0
This campsite will empower you and your friends, granting them up to 10 additional damage shield.
This banner requires a Fellowship Kit: Aura of Skinspikes and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41667^0
This campsite will empower you and your friends, granting them up to 15 additional damage shield.
This banner requires a Fellowship Kit: Aura of Skinspikes and a Fellowship Lumber Bundle: Light Brown Alder to create.
ID: 41668^0
This campsite will empower you and your friends, granting them up to 20 additional damage shield.
This banner requires a Fellowship Kit: Aura of Skinspikes and a Fellowship Lumber Bundle: Light Brown Maple to create.
ID: 41669^0
This campsite will empower you and your friends, granting them up to 25 additional damage shield.
This banner requires a Fellowship Kit: Aura of Skinspikes and a Fellowship Lumber Bundle: Light Brown Ash to create.
ID: 41670^0
This campsite will empower you and your friends, granting them up to 30 additional damage shield.
This banner requires a Fellowship Kit: Aura of Skinspikes and a Fellowship Lumber Bundle: Light Brown Fir to create.
ID: 41671^0
This campsite will empower you and your friends, granting them up to 35 additional damage shield.
This banner requires a Fellowship Kit: Aura of Skinspikes and a Fellowship Lumber Bundle: Light Brown Briarwood to create.
ID: 41672^0
This campsite will empower you and your friends, granting them up to 40 additional damage shield.
This banner requires a Fellowship Kit: Aura of Skinspikes and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 41673^0
This campsite will empower you and your friends, granting them up to 45 additional damage shield.
This banner requires a Fellowship Kit: Aura of Skinspikes and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 41674^0
This campsite will empower you and your friends, granting them up to 50 additional damage shield.
This banner requires a Fellowship Kit: Aura of Skinspikes and a Fellowship Lumber Bundle: Light Brown Sandalwood to create.
ID: 41675^0
This campsite will empower you and your friends, granting them up to 55 additional damage shield.
This banner requires a Fellowship Kit: Aura of Skinspikes and a Fellowship Lumber Bundle: Light Brown Ironwood to create.
ID: 41676^0
This campsite will empower you and your friends, granting them faerune.
This banner requires a Fellowship Kit: Aura of Faerune and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41677^0
This campsite will empower you and your friends, granting them dead man floating.
This banner requires a Fellowship Kit: Aura of the Dead and a Fellowship Lumber Bundle: Light Brown Elm to create.
ID: 41678^0
This campsite is the basic fellowship and will allow you and your friends to gather together quickly.
ID: 41734^6
Spawns a familiar, which increases damage for all spells by forty to sixty percent for all instant-cast detrimental spells level 105 and below.
ID: 41799^6
Activates your contract with the special mercenary. Hadya Ware in Plane of Knowledge will allow you to finish up the paperwork and hire the mercenary.
ID: 41808^6
Increases incoming healing by #1 percent, while increasing spell crit chance by #3 for up to %z.
ID: 41816^6
Gives you a chance to proc a defensive spell when struck in combat. Most of the time the enemy will be mesmerized, but there is a small chance the enemy will flee in terror.
ID: 41818^6
Enemy is mesmerized for up to %z.
ID: 41820^6
Enemy will flee in terror for up to %z.
ID: 41834^6
Reduces the reuse time for Selo's Kick by 4 seconds for up to %z.
ID: 41858^6
Increases crit chance and crit damage for damage over time spells for up to %z.
ID: 41865^6
Increases critical damage by 30 percent, while increasing mana costs by 20 percent for up to %z.
ID: 41870^6
Remove the covering from the power source and activate it.
ID: 41871^6
Remove the covering from the power source and activate it.
ID: 41872^6
Remove the covering from the power source and activate it.
ID: 41873^6
Remove the covering from the power source and activate it.
ID: 41874^6
Remove the covering from the power source and activate it.
ID: 41875^6
Remove the covering from the power source and activate it.
ID: 41876^6
Remove the covering from the power source and activate it.
ID: 41877^6
Remove the covering from the power source and activate it.
ID: 41878^6
Remove the covering from the power source and activate it.
ID: 41879^6
Remove the covering from the power source and activate it.
ID: 41880^6
Remove the covering from the power source and activate it.
ID: 41881^6
Remove the covering from the power source and activate it.
ID: 41882^6
Remove the covering from the power source and activate it.
ID: 41883^6
Remove the covering from the power source and activate it.
ID: 41884^6
Remove the covering from the power source and activate it.
ID: 41885^6
Remove the covering from the power source and activate it.
ID: 41886^6
Remove the covering from the power source and activate it.
ID: 41887^6
Remove the covering from the power source and activate it.
ID: 41888^6
Remove the covering from the power source and activate it.
ID: 41889^6
Remove the covering from the power source and activate it.
ID: 41890^6
Remove the covering from the power source and activate it.
ID: 41891^6
Remove the covering from the power source and activate it.
ID: 41892^6
Remove the covering from the power source and activate it.
ID: 41893^6
Remove the covering from the power source and activate it.
ID: 41894^6
Remove the covering from the power source and activate it.
ID: 41895^6
Remove the covering from the power source and activate it.
ID: 41896^6
Remove the covering from the power source and activate it.
ID: 41897^6
Remove the covering from the power source and activate it.
ID: 41898^6
Remove the covering from the power source and activate it.
ID: 41899^6
Remove the covering from the power source and activate it.
ID: 41900^6
Remove the covering from the power source and activate it.
ID: 41901^6
Remove the covering from the power source and activate it.
ID: 41902^6
Remove the covering from the power source and activate it.
ID: 41903^6
Remove the covering from the power source and activate it.
ID: 41904^6
Remove the covering from the power source and activate it.
ID: 41905^6
Remove the covering from the power source and activate it.
ID: 41906^6
Remove the covering from the power source and activate it.
ID: 41907^6
Remove the covering from the power source and activate it.
ID: 41908^6
Remove the covering from the power source and activate it.
ID: 41909^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Mayong's mistresses.
ID: 41910^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Mayong's mistresses.
ID: 41911^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Mayong's mistresses.
ID: 41912^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Mayong's mistresses.
ID: 41913^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Mayong's confidant and Mayong's mistresses.
ID: 41914^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Mayong's confidant and Mayong's mistresses.
ID: 41915^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Mayong's confidant and Mayong's mistresses.
ID: 41916^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Mayong's confidant and Mayong's mistresses.
ID: 41917^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Rear Guard Captain Balreth, Mayong's confidant and Mayong's mistresses.
ID: 41918^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Rear Guard Captain Balreth, Mayong's confidant and Mayong's mistresses.
ID: 41919^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Astire the Lunar Eclipse, Rear Guard Captain Balreth, Mayong's confidant and Mayong's mistresses.
ID: 41920^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Astire the Lunar Eclipse, Rear Guard Captain Balreth, Mayong's confidant and Mayong's mistresses.
ID: 41921^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Irrissa the Seer, Astire the Lunar Eclipse, Rear Guard Captain Balreth, Mayong's confidant and Mayong's mistresses.
ID: 41922^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Commodus the Solar Construct, Irrissa the Seer, Astire the Lunar Eclipse, Rear Guard Captain Balreth, Mayong's confidant and Mayong's mistresses.
ID: 41923^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Commodus the Solar Construct, Irrissa the Seer, Astire the Lunar Eclipse, Rear Guard Captain Balreth, Mayong's confidant and Mayong's mistresses.
ID: 41924^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Solusek Ro, Mayong Mistmoore, Commodus the Solar Construct, Irrissa the Seer, Astire the Lunar Eclipse, Rear Guard Captain Balreth, Mayong's confidant and Mayong's mistress
ID: 41925^6
Remove the covering from the power source and activate it. The Underfoot expansion must be open, or you must have defeated Solusek Ro, Mayong Mistmoore, Commodus the Solar Construct, Irrissa the Seer, Astire the Lunar Eclipse, Rear Guard Captain Balreth, Mayong's confidant and Mayong's mistress
ID: 42004^6
A poultice made by Brother Estle that can heal the gravely injured villagers.
ID: 42005^6
A chant composed by Brother Estle that can lead departed souls to rest.
ID: 42006^6
Digs a fresh grave.
ID: 42007^6
Used to haul corpses.
ID: 42008^6
Stunned by a vicious swipe.
ID: 42009^6
Movement speed reduced by a crippling leg strike.
ID: 42010^6
Brother's Estle's magic binds evil eyes in place.
ID: 42011^6
Hot fire can burn a pile of corpses.
ID: 42012^6
Increases your maximum mana by #10, maximum health by #11, and armor class by #12.
ID: 42013^6
Increases your maximum endurance by #9, maximum mana by #10, maximum health by #11, and armor class by #12.
ID: 42014^6
Increases your fire resistance by #8, maximum endurance by #9, maximum mana by #10, and maximum health by #11.
ID: 42015^6
Increases your maximum mana by #10, maximum health by #11, and armor class by #12.
ID: 42016^6
Briefly stuns you and causes your spells to cast #1 percent slower for %z.
ID: 42017^6
Causes you to feel drunk and deals #1 points of damage every tick for %z.
ID: 42018^6
You are stuck with amnesia and are unable to use combat skills for %z.
ID: 42019^6
Slows your melee attacks by #1 percent and reduces your run speed by #2 percent for %z.
ID: 42020^6
You are unable to cast detrimental spells for %z.
ID: 42021^6
Focusing the power of the orb will call forth a brief rain shower if the weather is clear. Focusing the power of the orb while it is raining will cause the weather to become clear. This spell only works in outdoor areas.
ID: 42022^6
The power of the void causes your damage spells to deal an additional #1 points of damage as well as causing #9 damage to any creatures that strike you.
ID: 42023^6
Reduces the poison and disease resistances of your target by #7 points.
ID: 42027^6
Blinded by the kidnappers!
ID: 42029^6
Stunned by The Thunder Gun!
ID: 42031^6
Movement speed slowed.
ID: 42032^6
Decimates foes when their health is low.
ID: 42033^6
You have food poisoning. Taking periodic damage.
ID: 42034^6
You're temporarily blinded by poison.
ID: 42035^6
The poison is wreaking havoc on your digestive tract.
ID: 42036^6
Puts you to sleep for several hours.
ID: 42038^6
Healing and running faster, thanks to magical mushrooms!
ID: 42040^6
Focused on killing a Skyrider battlemount.
ID: 42046^6
Taking damage from open wounds. Needs bandages quickly!
ID: 42049^6
Taking damage from exhaustion and dehydration. Needs soggy kelp quickly!
ID: 42055^6
Slowed by cliknar rope.
ID: 42056^6
Moving quicker and can breath and talk underwater.
ID: 42057^6
Inspired by General Sagrinta's rallying cry. Moving more quickly.
ID: 42061^6
Reduces HP, melee speed, and movement rate.
ID: 42063^6
Reduces Brother Trintle's power.
ID: 42066^6
Allows you to see waking dreams and nightmares.
ID: 42067^6
Cloaks the bearer in dreams and hides them from sight.
ID: 42068^6
Deals damage to attackers and spellcasters when hit.
ID: 42069^6
Absorbs #1 percent spell damage, increases dodge chance, and increases movement speed.
ID: 42070^6
Restores mana and endurance.
ID: 42071^6
Movement speed reduced.
ID: 42073^6
Increased chance to break roots, #2 percent reduced damage taken, and absorbs one hit per tick.
ID: 42075^6
Committed to a different plane of power. This entity will not participate in physical conflicts here.
ID: 42076^6
Shot from the Dragon Striker bow.
ID: 42077^6
Chain lightning attack that damages HP over time and spreads to additional targets.
ID: 42083^6
Limits the effectiveness of dodge, block, and parry abilities.
ID: 42084^6
Protection from white chess pieces.
ID: 42085^6
Protection from black chess pieces.
ID: 42091^6
Reduces movement rate and melee speed.
ID: 42092^6
Reduces health over time.
ID: 42094^6
Charms the target.
ID: 42095^6
Roots.
ID: 42100^6
Increases damage from The Barb's arrows. Reduces movement speed and damages HP.
ID: 42102^6
Pulls you toward The Barb.
ID: 42103^6
Pushes you away from The Barb.
ID: 42107^6
Limits HP to 50 percent.
ID: 42108^6
Increases fizzle rate.
ID: 42109^6
Reduces skill damage and slows melee attacks.
ID: 42111^6
Prevents casting cure spells.
ID: 42114^6
Pulls toward the caster.
ID: 42118^6
Reduces incoming melee damage by 100 percent.
ID: 42120^6
Reduces the amount of hatred your actions will generate.
ID: 42121^6
Increases the amount of hatred your actions will generate.
ID: 42122^6
Strikes all nearby opponents for up to #1 damage. The amount of damage this attack does decreases the further you are from the caster.
ID: 42123^6
Temporarily shields the caster reducing incoming melee damage by #2 percent and increases the likelihood the caster will resist detrimental spells by #1 percent.
ID: 42124^6
Increases the bearer's maximum hit points by 40 percent.
ID: 42125^6
Cures the target of detrimental effects.
ID: 42126^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 42127^6
Causes the earth to tremble around you, causing #1 damage to all nearby enemies.
ID: 42128^6
Bathes your target in sacred light, healing #2 percent of their total health.
ID: 42129^6
Strikes an enemy with holy might, dealing #1 damage and briefly stunning them.
ID: 42130^6
Places the armor of war on your target, absorbing #3 percent of melee damage and #2 percent of spell damage. This spell absorbs @2 damage before dissipating.
ID: 42131^6
Increases the bearer's maximum hit points by 20 percent.
ID: 42132^6
Bathes your target in holy light, healing #2 percent of their total health.
ID: 42133^6
Entangles your target's feet with magical roots, slowing their movement speed. The roots will attempt to grasp at your target's feet again if they are removed early.
ID: 42134^6
Conjures a hail of ethereal arrows to fly out in front of you, causing #1 damage to anyone caught in the arc.
ID: 42135^6
Cloaks your target in spurs causing #1 damage to anything that strikes them and #2 damage to anything that casts a detrimental spell on them.
ID: 42136^6
The shout of the warrider imparts your target with #1 points of attack power, a #2 percent improved chance to perform a double attack and #3 percent higher accuracy.
ID: 42137^6
Pulls your target through the air toward you.
ID: 42138^6
Summons a shadow that binds your target's feet, decreasing their movement rate, and doing #4 damage every 6 seconds for %z. The shadows will reapply themselves if removed early.
ID: 42139^6
Channels the power of corruption through your hands, dealing #1 percent of your target's health up to @1 points of damage.
ID: 42140^6
Hurls a spear of disease at your target, doing #1 damage.
ID: 42141^6
Drains your target of life energy, siphoning #1 hit points and healing you for 5 times that amount.
ID: 42142^6
Fills your target's veins with caustic blood, causing #1 damage every six seconds for %z.
ID: 42143^6
Fills your target with corruption, causing #1 damage every six seconds for %z.
ID: 42144^6
Reduces the amount of hatred your actions will generate.
ID: 42145^6
Deals #1 points of damage every 6 seconds for %z.
ID: 42146^6
You throw a stone, which causes your nearby enemies to turn towards its source and be stunned for a moment.
ID: 42147^6
Grants your target 40 percent increased attack speed, #4 points of armor class, increases their minimum damage by #6 percent and overall damage by #7 percent.
ID: 42148^6
Summons mystical power, slowing your opponents' melee attacks by #3 percent and the speed at which they can cast offensive spells by #1 percent.
ID: 42149^6
Creates a rain of poison, causing #1 damage to your enemies every 6 seconds for %z.
ID: 42150^6
Summons a companion from the spirit world in the form of a great worg.
ID: 42151^6
Heals #2 percent of your target's health.
ID: 42152^6
Decreases your target's magic, fire, cold, poison and disease resistances by #4, corruption resistance by #2 while also increasing the damage they will take from detrimental spells by #1 percent.
ID: 42153^6
Inflicts violent necrosis on your target, initially doing 28769 damage then 3000 less damage every 6 seconds for %z.
ID: 42154^6
Fills your target's veins with venom. This venom will inflict up to #1 damage every 6 seconds for %z.
ID: 42155^6
Causes your target to begin melting, initially doing 3000 damage then 3000 more damage every 6 seconds for %z.
ID: 42156^6
Causes your target's heartbeat to become irregular, dealing #1 damage every 6 seconds for %z.
ID: 42157^6
Infuses a corpse with a spirit of torment that will do your bidding.
ID: 42158^6
Summons darkness to bind your target's feet, decreasing their movement rate and doing up to #4 damage every 6 seconds for %z. The darkness will reapply itself if removed early.
ID: 42159^6
Drains your target of life energy, siphoning #1 hit points and healing you for 6 times that amount.
ID: 42160^6
Consumes everything around you in a cascade of shocking electricity, causing #1 damage.
ID: 42161^6
Emits a funnel of fire in front of you, inflicting #1 damage.
ID: 42162^6
Ice rains down around your target, causing #1 damage to everything in the vicinity of your target.
ID: 42163^6
Smashes your target with forceful energy, stunning them briefly and causing #1 damage.
ID: 42164^6
Attacks the mind of your target, causing you to forget some of the damage they have done to you.
ID: 42165^6
Infiltrates your target's mind, allowing you to control them for %z. While under your control your target will be shielded from #6 percent of melee damage and #5 of spell damage. Additionally your target will gain dramatically increased melee attack speed and damage.
ID: 42166^6
Spins your target in a circle, preventing them from taking any action for a short time and deals #1 points of damage.
ID: 42167^6
Places a protective aegis on your target. The aegis absorbs #5 percent of incoming spell damage up to a total of @5 points before dissipating.
ID: 42168^6
Fills your target with frantic energy, increasing their attack speed by 60 percent and their accuracy by #7 percent.
ID: 42169^6
Instantly drains #1 mana and #2 endurance from your enemies. Drains an additional #5 endurance and #11 mana every 6 seconds for %z.
ID: 42170^6
Causes your target's mind to echo with the barking of Tashan, lowering your target's magic, fire, cold, poison and disease resistances by #5, corruption resistance by #3 while also increasing the damage they will take from detrimental spells by #1 percent.
ID: 42171^6
Launches a volley of axes at your target dealing #1 damage.
ID: 42172^6
Sends you into a blood rage which increases your minimum damage by #4 percent and overall damage by #3 percent.
ID: 42173^6
Strikes all nearby opponents for up to #1 damage.
ID: 42174^6
Reduces your ability to block, dodge, evade, parry or riposte attacks.
ID: 42175^6
Sends you into a rage and causes you to riposte or block all incoming melee attacks and deal an additional #4 damage per hit. Casters of detrimental spells that land on you during this rage will be damaged by #5.
ID: 42176^6
Deals #1 points of damage every 6 seconds for %z.
ID: 42177^6
A violent shoulder slam causes #1 damage to your target and stuns them momentarily.
ID: 42178^6
A shining shield of magic causes detrimental spells to be reflected #1 percent of the time. These reflected spells will increase in potency by 100 percent.
ID: 42179^6
Strikes all targets that are not directly in front of you for #1 damage.
ID: 42180^6
The war boar has set its sights on you.
ID: 42181^6
The war boar has set its sights on a particular target.
ID: 42182^6
Reduces the effectiveness of your armor as well as your ability to avoid or mitigate melee attacks.
ID: 42183^6
Increases the mana cost of spells by #1 percent, reduces your effective casting level by #4 and reduces your ability to avoid fizzling or preserving mana while casting spells.
ID: 42184^6
A thundering stomp causes you to fall to the ground stunned as well as take #1 damage.
ID: 42185^6
A disorienting strike stuns you and leaves you unable to use combat skills for %z.
ID: 42186^6
The minotaur's charge knocks you to the ground and deals #1 damage.
ID: 42187^6
The worg's bite deals #1 damage.
ID: 42188^6
A shining shield reduces incoming spell damage by #1 percent and melee damage by #4 percent up to @4 total damage.
ID: 42189^6
Causes your enemies to lose hatred with you.
ID: 42190^6
Reduces incoming spell damage by #1 percent.
ID: 42191^6
Reduces incoming melee and spell damage by #1 percent.
ID: 42192^6
Reduces incoming melee damage by #1 percent.
ID: 42193^6
Reduces the duration of magical effects on your target.
ID: 42194^6
You are unable to cast spells with mesmerization effects.
ID: 42195^6
You are unable to cast spells with charm effects.
ID: 42196^6
You are unable to cast spells with snare effects.
ID: 42197^6
You are unable to cast spells with snare effects.
ID: 42198^6
The dark magic of the Tower reduces the duration of certain detrimental spells by #1 percent and reduces your ability to conserve mana on spells you cast.
ID: 42199^6
The power of the ancient claymore causes you to lose #11 percent of your health and leaves you limited to #10 percent of your maximum hit points. Additionally your melee attacks are slowed by #1 percent and you are unable to reap the benefits of effects that increase your melee damage. This curse will reapply itself if cured or dispelled.
ID: 42200^0
This campsite will empower you and your friends, causing their destructive abilities up to level 80 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Red Oak to create.
ID: 42200^6
Reduces incoming melee and spell damage by #1 percent.
ID: 42201^0
This campsite will empower you and your friends, causing their destructive abilities up to level 80 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Dark Brown Oak to create.
ID: 42201^6
Causes you to take #1 percent more melee damage and suppresses the effects of some defensive abilities.
ID: 42202^0
This campsite will empower you and your friends, causing their destructive abilities up to level 80 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 42202^6
Reduces your movement rate by #1 percent. If cured or dispelled the bearer of this effect will be entrapped by further Virulent Vines.
ID: 42203^0
This campsite will empower you and your friends, causing their destructive abilities up to level 80 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Yellow Oak to create.
ID: 42203^6
Reduces your movement rate by #1 percent. If cured or dispelled the bearer of this effect will be entrapped by Virulent Vines again.
ID: 42204^0
This campsite will empower you and your friends, causing their destructive abilities up to level 85 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Red Teak to create.
ID: 42204^6
Emits a funnel of fire in front of you, inflicting #1 damage.
ID: 42205^0
This campsite will empower you and your friends, causing their destructive abilities up to level 85 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Dark Brown Teak to create.
ID: 42205^6
Smashes your target with forceful energy, stunning them briefly and causing #1 damage.
ID: 42206^0
This campsite will empower you and your friends, causing their destructive abilities up to level 85 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 42206^6
Bathes your target in holy light, healing #2 percent of their total health up to @2 points of damage.
ID: 42207^0
This campsite will empower you and your friends, causing their destructive abilities up to level 85 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Anger and a Fellowship Lumber Bundle: Yellow Teak to create.
ID: 42207^6
The mark of Nife has been placed upon you, you take #1 damage each time you strike another creature and your foes are healed #2 hit points each time they strike you. This effect can be cured by removing #3 curse counters, however the curer of the spell will be inflicted with Splashbane.
ID: 42208^0
This campsite will empower you and your friends, causing their restorative abilities up to level 80 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Red Oak to create.
ID: 42208^6
You are unable to cast spells with a target type of 'free target'. This curse will reapply itself to anyone that cures or dispels this effect early.
ID: 42209^0
This campsite will empower you and your friends, causing their restorative abilities up to level 80 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Dark Brown Oak to create.
ID: 42209^6
Summons a gargoyle that attacks your target relentlessly until either it or its target dies.
ID: 42210^0
This campsite will empower you and your friends, causing their restorative abilities up to level 80 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 42210^6
Deals #1 damage each time another creature strikes you.
ID: 42211^0
This campsite will empower you and your friends, causing their restorative abilities up to level 80 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Yellow Oak to create.
ID: 42211^6
Causes your target's mind to echo with the barking of Tashan, lowering your target's magic, fire, cold, poison and disease resistances by #5, corruption resistance by #3 while also increasing the damage they will take from detrimental spells by #1 percent.
ID: 42212^0
This campsite will empower you and your friends, causing their restorative abilities up to level 85 to be up to 5 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Red Teak to create.
ID: 42212^6
Causes your opponent to sleep for %z. This effect can be removed by curing #2 curse counters, however the curer of the spell will be inflicted with Splashbane.
ID: 42213^0
This campsite will empower you and your friends, causing their restorative abilities up to level 85 to be up to 10 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Dark Brown Teak to create.
ID: 42213^6
Deals #1 damage, stuns and interrupts the spell casting of creatures around your target.
ID: 42214^0
This campsite will empower you and your friends, causing their restorative abilities up to level 85 to be up to 15 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 42214^6
Causes all of your enemies to forget about you, then reduces the amount of hatred your actions will generate.
ID: 42215^0
This campsite will empower you and your friends, causing their restorative abilities up to level 85 to be up to 20 percent more potent.
This banner requires a Fellowship Kit: Aura of Recovery and a Fellowship Lumber Bundle: Yellow Teak to create.
ID: 42215^6
You throw a stone, which causes your nearby enemies to turn towards its source and be stunned for a moment.
ID: 42216^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 80 by up to 2 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Red Oak to create.
ID: 42216^6
Strikes the foes in front of you with a specialized strike that slows their heartbeat. Your foes will fall to the ground and then be prevented from casting spells or using combat abilities for %z. This effect can be removed by curing #5 corruption counters.
ID: 42217^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 80 by up to 4 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Dark Brown Oak to create.
ID: 42217^6
Siphons #1 health, #2 mana and #3 endurance from creatures around your target. Heals 2 hit points for every 1 point of damage done to your foes.
ID: 42218^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 80 by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 42218^6
A vicious virus that spreads from target to target. If inflicted you will lose #1 points of health, #2 points of endurance and #3 points of mana every six seconds until the virus expires. The virus has a chance to spread to new hosts around you every 3 to 6 seconds.
ID: 42219^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 80 by up to 8 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Yellow Oak to create.
ID: 42219^6
Channels the power of corruption through your hands, dealing #1 percent of your target's health up to @1 points of damage.
ID: 42220^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 85 by up to 2 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Red Teak to create.
ID: 42220^6
Focuses the power of the Bloodsabers which increases your minimum damage by #4 percent and overall damage by #3 percent.
ID: 42221^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 85 by up to 4 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Dark Brown Teak to create.
ID: 42221^6
Reduces incoming spell damage by #1 percent.
ID: 42222^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 85 by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 42222^6
Reduces incoming melee and spell damage by #1 percent.
ID: 42223^0
This campsite will empower you and your friends, increasing the efficiency of their abilites up to level 85 by up to 8 percent.
This banner requires a Fellowship Kit: Aura of Conservation and a Fellowship Lumber Bundle: Yellow Teak to create.
ID: 42223^6
Reduces incoming melee damage by #1 percent.
ID: 42224^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 80 by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Red Oak to create.
ID: 42224^6
Reduces the duration of magical effects on your target.
ID: 42225^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 80 by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Dark Brown Oak to create.
ID: 42225^6
The dark magic of the Tower reduces the duration of certain detrimental spells by #1 percent and reduces your ability to conserve mana on spells you cast.
ID: 42226^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 80 by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 42226^6
The power of the ancient claymore causes you to lose #11 percent of your health and leaves you limited to #10 percent of your maximum hit points. Additionally your melee attacks are slowed by #1 percent and you are unable to reap the benefits of effects that increase your melee damage. This curse will reapply itself if cured or dispelled.
ID: 42227^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 80 by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Yellow Oak to create.
ID: 42227^6
Reduces incoming melee and spell damage by #1 percent.
ID: 42228^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 85 by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Red Teak to create.
ID: 42228^6
Causes you to take #1 percent more melee damage and suppresses the effects of some defensive abilities.
ID: 42229^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 85 by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Dark Brown Teak to create.
ID: 42229^6
Reduces your movement rate by #1 percent. If cured or dispelled the bearer of this effect will be entrapped by further Virulent Vines.
ID: 42230^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 85 by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 42230^6
Reduces your movement rate by #1 percent. If cured or dispelled the bearer of this effect will be entrapped by Virulent Vines again.
ID: 42231^0
This campsite will empower you and your friends, increasing the efficiency of their beneficial abilites up to level 85 by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Conservation and a Fellowship Lumber Bundle: Yellow Teak to create.
ID: 42231^6
Emits a funnel of fire in front of you, inflicting #1 damage.
ID: 42232^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 80 are invoked by up to 3 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Red Oak to create.
ID: 42232^6
Smashes your target with forceful energy, stunning them briefly and causing #1 damage.
ID: 42233^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 80 are invoked by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Dark Brown Oak to create.
ID: 42233^6
Bathes your target in holy light, healing #2 percent of their total health up to @2 points of damage.
ID: 42234^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 80 are invoked by up to 9 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 42234^6
The mark of Nife has been placed upon you, you take #1 damage each time you strike another creature and your foes are healed #2 hit points each time they strike you. This effect can be cured by removing #3 curse counters, however the curer of the spell will be inflicted with Splashbane.
ID: 42235^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 80 are invoked by up to 12 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Yellow Oak to create.
ID: 42235^6
You are unable to cast spells with a target type of 'free target'. This curse will reapply itself to anyone that cures or dispels this effect early.
ID: 42236^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 85 are invoked by up to 3 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Red Teak to create.
ID: 42236^6
Summons a gargoyle that attacks your target relentlessly until either it or its target dies.
ID: 42237^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 85 are invoked by up to 6 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Dark Brown Teak to create.
ID: 42237^6
Deals #1 damage each time another creature strikes you.
ID: 42238^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 85 are invoked by up to 9 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 42238^6
Causes your target's mind to echo with the barking of Tashan, lowering your target's magic, fire, cold, poison and disease resistances by #5, corruption resistance by #3 while also increasing the damage they will take from detrimental spells by #1 percent.
ID: 42239^0
This campsite will empower you and your friends, reducing the speed at which their abilites up to level 85 are invoked by up to 12 percent.
This banner requires a Fellowship Kit: Aura of Alacrity and a Fellowship Lumber Bundle: Yellow Teak to create.
ID: 42239^6
Causes your opponent to sleep for %z. This effect can be removed by curing #2 curse counters, however the curer of the spell will be inflicted with Splashbane.
ID: 42240^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 80 are invoked by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Red Oak to create.
ID: 42240^6
Deals #1 damage, stuns and interrupts the spell casting of creatures around your target.
ID: 42241^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 80 are invoked by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Dark Brown Oak to create.
ID: 42241^6
Reduces the amount of hatred your actions will generate.
ID: 42242^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 80 are invoked by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 42242^6
You throw a stone, which causes your nearby enemies to turn towards its source and be stunned for a moment.
ID: 42243^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 80 are invoked by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Yellow Oak to create.
ID: 42243^6
Strikes the foes in front of you with a specialized strike that slows their heartbeat. Your foes will fall to the ground and then be prevented from casting spells or using combat abilities for %z. This effect can be removed by curing #5 corruption counters.
ID: 42244^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 85 are invoked by up to 5 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Red Teak to create.
ID: 42244^6
Siphons #1 health, #2 mana and #3 endurance from creatures around your target. Heals 2 hit points for every 1 point of damage done to your foes.
ID: 42245^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 85 are invoked by up to 10 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Dark Brown Teak to create.
ID: 42245^6
A vicious virus that spreads from target to target. If inflicted you will lose #1 points of health, #2 points of endurance and #3 points of mana every six seconds until the virus expires. The virus has a chance to spread to new hosts around you every 3 to 6 seconds.
ID: 42246^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 85 are invoked by up to 15 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 42246^6
Channels the power of corruption through your hands, dealing #1 percent of your target's health up to @1 points of damage.
ID: 42247^0
This campsite will empower you and your friends, reducing the speed at which their long term beneficial abilites up to level 85 are invoked by up to 20 percent.
This banner requires a Fellowship Kit: Aura of Benefit Alacrity and a Fellowship Lumber Bundle: Yellow Teak to create.
ID: 42247^6
Focuses the power of the Bloodsabers which increases your minimum damage by #4 percent and overall damage by #3 percent.
ID: 42248^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 80 to last up to 3 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Red Oak to create.
ID: 42248^6
Increases your minimum damage by #4 percent and overall damage by #3 percent.
ID: 42249^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 80 to last up to 6 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Dark Brown Oak to create.
ID: 42249^6
Slows your spell casting by #1 percent and your melee attacks by #3 percent. Increases the amount of melee damage you take by #2 percent.
ID: 42250^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 80 to last up to 9 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 42250^6
Increases your minimum damage by #4 percent and overall damage by #3 percent. Damages #2 damage to melee attackers every time they strike you. This enchantment will break if two mark spells are cast upon you.
ID: 42251^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 80 to last up to 12 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Yellow Oak to create.
ID: 42251^6
Reduces incoming melee damage by #1 percent and reflects a highly damaging stun when you are hit with a damaging spell.
ID: 42252^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 85 to last up to 3 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Red Teak to create.
ID: 42252^6
Deals #1 damage and briefly stuns your target.
ID: 42253^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 85 to last up to 6 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Dark Brown Teak to create.
ID: 42253^6
Deals #1 damage to all targets around you.
ID: 42254^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 85 to last up to 9 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 42254^6
Deals #1 damage, drains #2 mana and #3 endurance every 6 seconds for %z. For every entity afflicted with this curse its caster will gain 2 percent health per tick.
ID: 42255^0
This campsite will empower you and your friends, causing their duration-based abilities up to level 85 to last up to 12 percent longer.
This banner requires a Fellowship Kit: Aura of Extension and a Fellowship Lumber Bundle: Yellow Teak to create.
ID: 42255^6
Deals #1 damage every 6 seconds for %z.
ID: 42256^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 80 to last up to 5 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Red Oak to create.
ID: 42256^6
Deals #1 damage every 6 seconds for %z.
ID: 42257^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 80 to last up to 10 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Dark Brown Oak to create.
ID: 42257^6
You are being devoured! You must move the devourer at least 50 feet from where it began devouring you to escape its clutches. Failure to escape the devourer's clutches will result in the loss of your mana, endurance and several spell effects.
ID: 42258^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 80 to last up to 15 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Light Brown Oak to create.
ID: 42258^6
Drains #1 mana, #2 endurance and deals #3 damage as well as removing several beneficial spell effects.
ID: 42259^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 80 to last up to 20 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Yellow Oak to create.
ID: 42259^6
Deals #1 damage to all targets around you.
ID: 42260^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 85 to last up to 5 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Red Teak to create.
ID: 42260^6
Deals #1 damage to all targets in front of you.
ID: 42261^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 85 to last up to 10 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Dark Brown Teak to create.
ID: 42261^6
Deals #1 damage to all targets around you.
ID: 42262^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 85 to last up to 15 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Light Brown Teak to create.
ID: 42262^6
Increases your maximum mana by #10, maximum health by #11, and armor class by #12.
ID: 42263^0
This campsite will empower you and your friends, causing their duration-based beneficial abilities up to level 85 to last up to 20 percent longer.
This banner requires a Fellowship Kit: Aura of Benefit Extension and a Fellowship Lumber Bundle: Yellow Teak to create.
ID: 42263^6
Increases your maximum endurance by #9, maximum mana by #10, maximum health by #11, and armor class by #12.
ID: 42264^0
This campsite will empower your friends, causing their attacks to be more precise and effective.
This banner requires a Fellowship Kit: Aura of Cleave and a Fellowship Lumber Bundle: Yellow Oak to create.
ID: 42264^6
Increases your fire resistance by #8, maximum endurance by #9, maximum mana by #10, and maximum health by #11.
ID: 42265^0
This campsite will empower your friends, causing their attacks to be more precise and effective.
This banner requires a Fellowship Kit: Aura of Cleave and a Fellowship Lumber Bundle: Yellow Teak to create.
ID: 42265^6
Increases your maximum mana by #10, maximum health by #11, and armor class by #12.
ID: 42266^0
This campsite will empower your friends, causing them to double-strike an opponent more frequently.
This banner requires a Fellowship Kit: Aura of Ferocity and a Fellowship Lumber Bundle: Yellow Oak to create.
ID: 42266^6
Increases your maximum endurance by #9, maximum mana by #10, maximum health by #11, and armor class by #12.
ID: 42267^0
This campsite will empower your friends, causing them to double-strike an opponent more frequently.
This banner requires a Fellowship Kit: Aura of Ferocity and a Fellowship Lumber Bundle: Yellow Teak to create.
ID: 42267^6
Increases your maximum endurance by #9, maximum mana by #10, maximum health by #11, and armor class by #12.
ID: 42268^0
This campsite will empower your friends, causing them to be more accurate with their ranged attacks.
This banner requires a Fellowship Kit: Aura of Sharpshooting and a Fellowship Lumber Bundle: Yellow Oak to create.
ID: 42268^6
Increases your maximum endurance by #9, maximum mana by #10, maximum health by #11, and armor class by #12.
ID: 42269^0
This campsite will empower your friends, causing them to be more accurate with their ranged attacks.
This banner requires a Fellowship Kit: Aura of Sharpshooting and a Fellowship Lumber Bundle: Yellow Teak to create.
ID: 42269^6
Increases your cold resistance by #8, maximum endurance by #9, maximum mana by #10, maximum health by #11, and armor class by #12.
ID: 42270^0
This campsite will empower your friends, causing them to be more evasive during combative situations.
This banner requires a Fellowship Kit: Aura of Evasion and a Fellowship Lumber Bundle: Yellow Oak to create.
ID: 42270^6
Increases your armor class by #12.
ID: 42271^0
This campsite will empower your friends, causing them to be more evasive during combative situations.
This banner requires a Fellowship Kit: Aura of Evasion and a Fellowship Lumber Bundle: Yellow Teak to create.
ID: 42271^6
Increases your maximum health by #11.
ID: 42272^0
This campsite will empower your friends, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Fellowship Kit: Aura of Prevention and a Fellowship Lumber Bundle: Yellow Oak to create.
ID: 42272^6
Increases your poison resistance by #8, maximum endurance by #9, maximum mana by #10, maximum health by #11, and armor class by #12.
ID: 42273^0
This campsite will empower your friends, causing them to be more proactive in preventing attacks during combative situations.
This banner requires a Fellowship Kit: Aura of Prevention and a Fellowship Lumber Bundle: Yellow Teak to create.
ID: 42273^6
Increases your fire resistance by #8, maximum endurance by #9, maximum mana by #10, maximum health by #11, and armor class by #12.
ID: 42274^0
This campsite will empower you and your friends, infusing them with up to 165 strength.
This banner requires a Fellowship Kit: Aura of Strength and a Fellowship Lumber Bundle: Red Rosewood to create.
ID: 42274^6
Increases your cold resistance by #8, maximum endurance by #9, maximum mana by #10, maximum health by #11, and armor class by #12.
ID: 42275^0
This campsite will empower you and your friends, infusing them with up to 180 strength.
This banner requires a Fellowship Kit: Aura of Strength and a Fellowship Lumber Bundle: Red Cedar to create.
ID: 42275^6
Increases your cold resistance by #8, maximum endurance by #9, maximum mana by #10, and maximum health by #11.
ID: 42276^0
This campsite will empower you and your friends, infusing them with up to 165 stamina.
This banner requires a Fellowship Kit: Aura of Stamina and a Fellowship Lumber Bundle: Red Rosewood to create.
ID: 42276^6
Increases your cold resistance by #8, maximum endurance by #9, maximum mana by #10, and maximum health by #11, and armor class by #12.
ID: 42277^0
This campsite will empower you and your friends, infusing them with up to 180 stamina.
This banner requires a Fellowship Kit: Aura of Stamina and a Fellowship Lumber Bundle: Red Cedar to create.
ID: 42277^6
Increases your mana regeneration by #2, maximum health by #11, and health regeneration by #12.
ID: 42278^0
This campsite will empower you and your friends, infusing them with up to 165 dexterity.
This banner requires a Fellowship Kit: Aura of Dexterity and a Fellowship Lumber Bundle: Red Rosewood to create.
ID: 42278^6
The power of the void causes your damage spells to deal an additional #1 points of damage as well as causing #9 damage to any creatures that strike you.
ID: 42279^0
This campsite will empower you and your friends, infusing them with up to 180 dexterity.
This banner requires a Fellowship Kit: Aura of Dexterity and a Fellowship Lumber Bundle: Red Cedar to create.
ID: 42279^6
Increases your maximum health by #11.
ID: 42280^0
This campsite will empower you and your friends, infusing them with up to 165 agility.
This banner requires a Fellowship Kit: Aura of Agility and a Fellowship Lumber Bundle: Red Rosewood to create.
ID: 42280^6
You are infused with the grit of a Gunthak pirate which increases your mana regeneration by #1, total mana by #10, total endurance by #9, and armor class by #12. Additionally you have gained a small shield against spells which will block #4 percent of incoming spell damage up to $4 points of damage. This spell triggers Gunthak Fortitude II which will increase your total health by 900.
ID: 42281^0
This campsite will empower you and your friends, infusing them with up to 180 agility.
This banner requires a Fellowship Kit: Aura of Agility and a Fellowship Lumber Bundle: Red Cedar to create.
ID: 42281^6
Cloaks you in a shimmering illusion that makes you appear to be a butterfly.
ID: 42282^0
This campsite will empower you and your friends, infusing them with up to 77 intelligence.
This banner requires a Fellowship Kit: Aura of Intelligence and a Fellowship Lumber Bundle: Red Rosewood to create.
ID: 42282^6
Cloaks you in a shimmering illusion that makes you appear to be a butterfly and triggers Butterfly Flight which gives the appearance that you are flying.
ID: 42283^0
This campsite will empower you and your friends, infusing them with up to 84 intelligence.
This banner requires a Fellowship Kit: Aura of Intelligence and a Fellowship Lumber Bundle: Red Cedar to create.
ID: 42283^6
Gives the appearance that you are flying.
ID: 42284^0
This campsite will empower you and your friends, infusing them with up to 77 wisdom.
This banner requires a Fellowship Kit: Aura of Wisdom and a Fellowship Lumber Bundle: Red Rosewood to create.
ID: 42284^6
Empty the contents of the bucket.
ID: 42285^0
This campsite will empower you and your friends, infusing them with up to 84 wisdom.
This banner requires a Fellowship Kit: Aura of Wisdom and a Fellowship Lumber Bundle: Red Cedar to create.
ID: 42285^6
Put the broom to use!
ID: 42286^0
This campsite will empower you and your friends, infusing them with up to 165 charisma.
This banner requires a Fellowship Kit: Aura of Charisma and a Fellowship Lumber Bundle: Red Rosewood to create.
ID: 42286^6
Fill the turtle shell with water.
ID: 42287^0
This campsite will empower you and your friends, infusing them with up to 180 charisma.
This banner requires a Fellowship Kit: Aura of Charisma and a Fellowship Lumber Bundle: Red Cedar to create.
ID: 42287^6
Put the mop to use.
ID: 42288^0
This campsite will empower you and your friends, infusing them with up to 165 resistance to magic.
This banner requires a Fellowship Kit: Aura of Magic and a Fellowship Lumber Bundle: Dark Brown Rosewood to create.
ID: 42288^6
Swing the axe with all your might to take down a few tree branches.
ID: 42289^0
This campsite will empower you and your friends, infusing them with up to 180 resistance to magic.
This banner requires a Fellowship Kit: Aura of Magic and a Fellowship Lumber Bundle: Dark Brown Cedar to create.
ID: 42289^6
Spread the toxin around where you are standing.
ID: 42290^0
This campsite will empower you and your friends, infusing them with up to 165 resistance to fire.
This banner requires a Fellowship Kit: Aura of Flame and a Fellowship Lumber Bundle: Dark Brown Rosewood to create.
ID: 42290^6
Put the lizardman skin over your body to trick imperceptive observers into thinking you are a member of the Thaell Ew tribe.
ID: 42291^0
This campsite will empower you and your friends, infusing them with up to 180 resistance to fire.
This banner requires a Fellowship Kit: Aura of Flame and a Fellowship Lumber Bundle: Dark Brown Cedar to create.
ID: 42291^6
Strong enough to put a weakened bird to sleep for several hours.
ID: 42292^0
This campsite will empower you and your friends, infusing them with up to 165 resistance to cold.
This banner requires a Fellowship Kit: Aura of Frost and a Fellowship Lumber Bundle: Dark Brown Rosewood to create.
ID: 42292^6
Immunizes jungle creatures from infection.
ID: 42293^0
This campsite will empower you and your friends, infusing them with up to 180 resistance to cold.
This banner requires a Fellowship Kit: Aura of Frost and a Fellowship Lumber Bundle: Dark Brown Cedar to create.
ID: 42293^6
The aggressive carcass is impervious to damage but appears to be slowly rotting when not engaged in combat.
ID: 42294^0
This campsite will empower you and your friends, infusing them with up to 165 resistance to poison.
This banner requires a Fellowship Kit: Aura of Poison and a Fellowship Lumber Bundle: Dark Brown Rosewood to create.
ID: 42294^6
The malleable worker appears impervious to damage but will break down if it falls under your control.
ID: 42295^0
This campsite will empower you and your friends, infusing them with up to 180 resistance to poison.
This banner requires a Fellowship Kit: Aura of Poison and a Fellowship Lumber Bundle: Dark Brown Cedar to create.
ID: 42295^6
The phasmia vitali consumes and reflects any magic attacks directed at her.
ID: 42296^0
This campsite will empower you and your friends, infusing them with up to 165 resistance to disease.
This banner requires a Fellowship Kit: Aura of Disease and a Fellowship Lumber Bundle: Dark Brown Rosewood to create.
ID: 42296^6
The phasmia ledalus is impervious to melee attacks!
ID: 42297^0
This campsite will empower you and your friends, infusing them with up to 180 resistance to disease.
This banner requires a Fellowship Kit: Aura of Disease and a Fellowship Lumber Bundle: Dark Brown Cedar to create.
ID: 42297^6
You should move.
ID: 42298^0
This campsite will empower you and your friends, infusing them with up to 33 resistance to corruption.
This banner requires a Fellowship Kit: Aura of Corruption and a Fellowship Lumber Bundle: Dark Brown Rosewood to create.
ID: 42298^6
Stuns you briefly while instantly dealing #2 damage and draining #4 points of mana. Then deals #3 points of damage every 6 seconds for %z. Curing this spell will cause the curer to suffer the effects of this spell.
ID: 42299^0
This campsite will empower you and your friends, infusing them with up to 36 resistance to corruption.
This banner requires a Fellowship Kit: Aura of Corruption and a Fellowship Lumber Bundle: Dark Brown Cedar to create.
ID: 42299^6
Stuns you briefly while instantly dealing #2 damage and draining #4 points of endurance. Then deals #3 points of damage every 6 seconds for %z. Curing this spell will cause the curer to suffer the effects of this spell.
ID: 42300^0
This campsite will empower you and your friends, granting them up to 1575 additional health.
This banner requires a Fellowship Kit: Aura of Health and a Fellowship Lumber Bundle: Light Brown Rosewood to create.
ID: 42300^6
Stuns you briefly while instantly dealing #2 damage and draining #4 points of mana and endurance. Then deals #3 points of damage every 6 seconds for %z. Curing this spell will cause the curer to suffer the effects of this spell.
ID: 42300^7
Silver Gear
ID: 42301^0
This campsite will empower you and your friends, granting them up to 1650 additional health.
This banner requires a Fellowship Kit: Aura of Health and a Fellowship Lumber Bundle: Light Brown Cedar to create.
ID: 42301^6
Slows your spell casting by #1 percent and your melee attacks by #2 percent while instantly dealing #4 points of damage. Then deals #3 points of damage every 6 seconds for %z. Curing this spell will cause the curer to suffer the effects of this spell.
ID: 42302^0
This campsite will empower you and your friends, granting them up to 66 additional health regeneration.
This banner requires a Fellowship Kit: Aura of Replenishment and a Fellowship Lumber Bundle: Light Brown Rosewood to create.
ID: 42302^6
Slows your spell casting by #1 percent and your melee attacks by #2 percent while instantly dealing #4 points of damage. Then deals #3 points of damage every 6 seconds for %z. Curing this spell will cause the curer to suffer the effects of this spell.
ID: 42303^0
This campsite will empower you and your friends, granting them up to 72 additional health regeneration.
This banner requires a Fellowship Kit: Aura of Replenishment and a Fellowship Lumber Bundle: Light Brown Cedar to create.
ID: 42303^6
Vitio has annihilated his opponent and thrown their entrails around the room dealing #2 damage to you. You are so disgusted by being coated in the remains of your fallen ally that you find yourself casting spells about #1 slower, swinging your weapons about #4 percent slower and all of your basic stats have been lowered by #9 for %z. Curing this spell will cause the curer to suffer the Aura of the Citadel.
ID: 42304^0
This campsite will empower you and your friends, granting them up to 1575 additional mana.
This banner requires a Fellowship Kit: Aura of Mana and a Fellowship Lumber Bundle: Light Brown Rosewood to create.
ID: 42305^0
This campsite will empower you and your friends, granting them up to 1650 additional mana.
This banner requires a Fellowship Kit: Aura of Mana and a Fellowship Lumber Bundle: Light Brown Cedar to create.
ID: 42306^0
This campsite will empower you and your friends, granting them up to 22 additional mana regeneration.
This banner requires a Fellowship Kit: Aura of Clarity and a Fellowship Lumber Bundle: Light Brown Rosewood to create.
ID: 42307^0
This campsite will empower you and your friends, granting them up to 24 additional mana regeneration.
This banner requires a Fellowship Kit: Aura of Clarity and a Fellowship Lumber Bundle: Light Brown Cedar to create.
ID: 42308^0
This campsite will empower you and your friends, granting them up to 1575 additional endurance.
This banner requires a Fellowship Kit: Aura of Endurance and a Fellowship Lumber Bundle: Light Brown Rosewood to create.
ID: 42309^0
This campsite will empower you and your friends, granting them up to 1650 additional endurance.
This banner requires a Fellowship Kit: Aura of Endurance and a Fellowship Lumber Bundle: Light Brown Cedar to create.
ID: 42310^0
This campsite will empower you and your friends, granting them up to 22 additional endurance regeneration.
This banner requires a Fellowship Kit: Aura of Vigor and a Fellowship Lumber Bundle: Light Brown Rosewood to create.
ID: 42310^6
Decreases the reuse time of Armor of Darkened Runes by 5 percent.
ID: 42311^0
This campsite will empower you and your friends, granting them up to 24 additional endurance regeneration.
This banner requires a Fellowship Kit: Aura of Vigor and a Fellowship Lumber Bundle: Light Brown Cedar to create.
ID: 42311^6
Decreases the reuse time of Insult by 5 percent.
ID: 42312^0
This campsite will empower you and your friends, granting them up to 33 percent haste.
This banner requires a Fellowship Kit: Aura of Celerity and a Fellowship Lumber Bundle: Light Brown Rosewood to create.
ID: 42312^6
Decreases the reuse time of Stormstrike Blades by 5 percent.
ID: 42313^0
This campsite will empower you and your friends, granting them up to 36 percent haste.
This banner requires a Fellowship Kit: Aura of Celerity and a Fellowship Lumber Bundle: Light Brown Cedar to create.
ID: 42313^6
Decreases the reuse time of Tormenting Shout by 5 percent.
ID: 42314^0
This campsite will empower you and your friends, granting them up to 165 additional attack.
This banner requires a Fellowship Kit: Aura of Vengeance and a Fellowship Lumber Bundle: Light Brown Rosewood to create.
ID: 42314^6
Decreases the reuse time of Warrior's Bulwark by 5 percent.
ID: 42315^0
This campsite will empower you and your friends, granting them up to 180 additional attack.
This banner requires a Fellowship Kit: Aura of Vengeance and a Fellowship Lumber Bundle: Light Brown Cedar to create.
ID: 42316^0
This campsite will empower you and your friends, granting them up to 60 additional damage shield.
This banner requires a Fellowship Kit: Aura of Skinspikes and a Fellowship Lumber Bundle: Light Brown Rosewood to create.
ID: 42316^6
Increases the damage done by Eradicate the Undead by #1.
ID: 42317^0
This campsite will empower you and your friends, granting them up to 65 additional damage shield.
This banner requires a Fellowship Kit: Aura of Skinspikes and a Fellowship Lumber Bundle: Light Brown Cedar to create.
ID: 42317^6
Increases the healing done by Spiritual Remedy by #1.
ID: 42318^6
Increases the damage done by Vigorous Strike by #1.
ID: 42319^6
Increases the duration of Ardent Elixir by 6 seconds.
ID: 42320^6
Increases the damage done by Justice by #1.
ID: 42322^6
Increases the healing done by Ardent Light by #1.
ID: 42323^6
Increases the damage done by Sermon of Justice by #1.
ID: 42324^6
Increases the damage done by Chromabash by #1.
ID: 42325^6
Increases the healing done by Fervid Renewal by #1.
ID: 42326^6
Increases the healing done by Word of Greater Reformation by #1.
ID: 42328^6
Decreases the reuse time of Ward of Surety by 5 percent.
ID: 42330^6
Increases the healing done by Ardent Touch by #1.
ID: 42331^6
Increases the damage done by Consecration by #1.
ID: 42332^6
Increases the duration of Impose for Honor by 6 seconds.
ID: 42333^6
Increases the damage done by Crush of the Darkened Sea by #1.
ID: 42334^6
Increases the damage done by Admonish by #1.
ID: 42335^6
Increases the healing done by Blessed Light by #1.
ID: 42336^6
Increases the healing done by Burst of Dayspring by #1.
ID: 42337^6
Increases the duration of Ardent Cleansing by 6 seconds.
ID: 42338^6
Increases the healing done by Grief by #1.
ID: 42339^6
Increases the damage done by Crush of Povar by #1.
ID: 42340^6
Decreases the reuse time of Force of the Darkened Sea by 8 percent.
ID: 42341^6
Increases the damage done by Brilliant Vindication by #1.
ID: 42342^6
Increases the healing done by Ardent Healing by #1.
ID: 42345^6
Increases the healing done by Cloudfont by #1.
ID: 42346^6
Increases the damage done by Blisterbeetle Swarm by #1.
ID: 42347^6
Decreases the reuse time of Enraging Cut Kicks by 5 percent.
ID: 42349^6
Increases the damage done by Frozen Wind by #1.
ID: 42350^6
Increases the damage done by Wildfire Ash by #1.
ID: 42352^6
Increases the healing done by Desperate Dousing by #1.
ID: 42353^6
Increases the damage done by Summer's Cyclone Burn by #1.
ID: 42354^6
Increases the damage done by Heartsplit by #1.
ID: 42359^6
Increases the damage done by Bond of Bonemaw by #1.
ID: 42360^6
Increases the damage done by Bonemaw's Bite by #1.
ID: 42361^6
Increases the damage done by Blood of Bonemaw by #1.
ID: 42362^6
Increases the duration of Impose for Power by 6 seconds.
ID: 42363^6
Increases the damage done by Spreading Darkness by #1.
ID: 42364^6
Increases the damage done by Plague of Holmein by #1.
ID: 42365^6
Decreases the reuse time of Lacerating Blade by 5 percent.
ID: 42366^6
Increases the damage done by Spear of Vizat by #1.
ID: 42367^6
Increases the damage done by Deceitful Blight by #1.
ID: 42368^6
Increases the damage done by Dire Declaration by #1.
ID: 42369^6
Increases the damage done by Touch of Lutzen by #1.
ID: 42370^6
Increases the damage done by Distasteful Bargain by #1.
ID: 42372^6
Increases the damage done by Eradicate the Unnatural by #1.
ID: 42373^6
Increases the damage done by Plummeting Hail by #1.
ID: 42374^6
Increases the damage done by Heliacal Pyre by #1.
ID: 42376^6
Increases the healing done by Panavida by #1.
ID: 42377^6
Increases the damage done by Windborne Chill by #1.
ID: 42378^6
Increases the damage done by Horde of Aculeids by #1.
ID: 42379^6
Increases the healing done by Survival of the Serendipitous by #1.
ID: 42381^6
Increases the damage done by Winter's Wildflame Frostbite by #1.
ID: 42382^6
Increases the damage done by Sunflash by #1.
ID: 42383^6
Increases the damage done by Summer Sunfire by #1.
ID: 42384^6
Increases the healing done by Adrenaline Torrent by #1.
ID: 42385^6
Increases the healing done by Lunasoothe by #1.
ID: 42386^6
Increases the damage done by Chill of the Copsetender by #1.
ID: 42387^6
Increases the damage done by Nature's Fiery Wrath by #1.
ID: 42388^6
Increases the damage done by Anabatic Roar by #1.
ID: 42392^6
Decreases the reuse time of Dragon's Balance by 5 percent.
ID: 42397^6
Decreases the reuse time of Refuse Death by 5 percent.
ID: 42398^6
Decreases the reuse time of Eight Breaths by 5 percent.
ID: 42400^6
Decreases the reuse time of Nimble Reflexes by 5 percent.
ID: 42400^7
Bronze Oscillator
ID: 42403^6
Increases the duration of Horthin's Chant of Disease by 6 seconds.
ID: 42404^6
Increases the duration of Kirchen's Chant of Frost by 6 seconds.
ID: 42405^6
Increases the healing done by Chorus of Sionachie by #1.
ID: 42406^6
Increases the duration of Serisaria's Chant of Poison by 6 seconds.
ID: 42408^6
Increases the damage done by Fjilnauk's Insult by #1.
ID: 42409^6
Decreases the reuse time of Silisia's Lively Crescendo by 7 percent.
ID: 42410^6
Increases the duration of Nilsara's Chant of Flame by 6 seconds.
ID: 42413^6
Decreases the reuse time of Surprise Attack by 5 percent.
ID: 42414^6
Decreases the reuse time of Blinding Burst by 5 percent.
ID: 42415^6
Increases the damage done by Reefcrawler Blade Strike by #1.
ID: 42416^6
Increases the damage done by Hack by #1.
ID: 42418^6
Decreases the reuse time of Arcwork Discipline by 5 percent.
ID: 42421^6
Increases the damage done by Serisaria's Spear of Venom by #1.
ID: 42423^6
Increases the damage done by Sephry's Malady by #1.
ID: 42424^6
Increases the damage done by Livio's Affliction by #1.
ID: 42425^6
Increases the healing done by Historian's Intervention by #1.
ID: 42426^6
Increases the damage done by Reefmaw's Bite by #1.
ID: 42427^6
Increases the healing done by Krasir's Mending by #1.
ID: 42429^6
Increases the damage done by Garugaru by #1.
ID: 42430^6
Increases the damage done by Ice Squall by #1.
ID: 42431^6
Increases the damage done by Nectar of Woe by #1.
ID: 42432^6
Increases the duration of Shear of Renewal by 6 seconds.
ID: 42434^6
Increases the healing done by Reckless Regeneration by #1.
ID: 42435^6
Increases the damage done by Reef Crawler Blood by #1.
ID: 42436^6
Increases the healing done by Krasir's Recourse by #1.
ID: 42437^6
Increases the damage done by Sraskus' Curse by #1.
ID: 42438^6
Increases the damage done by Hemorrhage Essence by #1.
ID: 42439^6
Increases the damage done by Livianus' Decay by #1.
ID: 42440^6
Increases the damage done by Grip of Jabaum by #1.
ID: 42441^6
Increases the damage done by Annihilation by #1.
ID: 42442^6
Increases the damage done by Liquefaction by #1.
ID: 42443^6
Increases the damage done by Pyre of the Lost by #1.
ID: 42444^6
Increases the damage done by Plexipharia's Pallid Haze by #1.
ID: 42445^6
Increases the damage done by Pyre of Jorobb by #1.
ID: 42446^6
Increases the duration of Grasping Darkness by 6 seconds.
ID: 42447^6
Increases the damage done by Ignite Synapses by #1.
ID: 42448^6
Increases the damage done by Glistenwing Venom by #1.
ID: 42449^6
Increases the damage done by Smouldering Shadow by #1.
ID: 42450^6
Increases the damage done by Impose for Blood by #1.
ID: 42451^6
Increases the damage done by Combust Bones by #1.
ID: 42452^6
Decreases the reuse time of Cascading Doomshield by 5 percent.
ID: 42453^6
Increases the damage done by Mortiferous Wounds by #1.
ID: 42455^6
Increases the damage done by Lure of the Depths by #1.
ID: 42456^6
Increases the damage done by Tears of Narendi by #1.
ID: 42457^6
Increases the damage done by Synapsefreeze by #1.
ID: 42458^6
Increases the damage done by Silverstorm Pillar by #1.
ID: 42460^6
Increases the damage done by Flashrime by #1.
ID: 42461^6
Increases the damage done by Lightning Storm by #1.
ID: 42462^6
Increases the damage done by Chaos Scintillation by #1.
ID: 42463^6
Increases the damage done by Rimeblast Cascade by #1.
ID: 42464^6
Increases the damage done by Ethereal Skyblaze by #1.
ID: 42465^6
Increases the damage done by Claw of the Oceanlord by #1.
ID: 42466^6
Increases the damage done by Pure Wildflash by #1.
ID: 42467^6
Increases the damage done by Thricewoven Stormstrike by #1.
ID: 42469^6
Increases the damage done by Cloudburst Stormstrike by #1.
ID: 42470^6
Increases the damage done by Bolt of Molten Shieldstone by #1.
ID: 42471^6
Increases the damage done by Beam of Molten Shieldstone by #1.
ID: 42472^6
Increases the damage done by Storm of Many by #1.
ID: 42473^6
Increases the damage done by Shock of Darksteel by #1.
ID: 42474^6
Increases the damage done by Searing Sands by #1.
ID: 42475^6
Increases the damage done by Fickle Conflagration by #1.
ID: 42478^6
Decreases the reuse time of Remorseless Servant by 5 percent.
ID: 42479^6
Increases the damage done by Spear of Molten Shieldstone by #1.
ID: 42481^6
Increases the damage done by Rain of Cutlasses by #1.
ID: 42483^6
Increases the duration of Bewilder by 6 seconds.
ID: 42484^6
Increases the duration of Bewildering Flash by 6 seconds.
ID: 42485^6
Increases the duration of Pacified Mind by 6 seconds.
ID: 42486^6
Increases the damage done by Chromarift by #1.
ID: 42488^6
Increases the damage done by Drown by #1.
ID: 42489^6
Increases the duration of Drown by 6 seconds.
ID: 42490^6
Increases the damage done by Polyrefractive Assault by #1.
ID: 42491^6
Increases the duration of Deadening Wave by 6 seconds.
ID: 42492^6
Increases the damage done by Mind Storm by #1.
ID: 42493^6
Increases the duration of Mind Storm by 6 seconds.
ID: 42494^6
Increases the damage done by Mindsunder by #1.
ID: 42495^6
Increases the duration of Anodyne Stare by 6 seconds.
ID: 42496^6
Increases the damage done by Tears of Visius by #1.
ID: 42497^6
Increases the damage done by Chromatic Blink by #1.
ID: 42498^6
Decreases the reuse time of Darkened Auspice by 5 percent.
ID: 42500^6
Increases the healing done by Salve of Clorith by #1.
ID: 42500^7
Brass Gear
ID: 42501^6
Increases the damage done by Glistenwing Blood by #1.
ID: 42502^6
Decreases the reuse time of Tempest of Claws by 5 percent.
ID: 42503^6
Increases the healing done by Sabhattin's Mending by #1.
ID: 42504^6
Increases the damage done by Hemocoraxius' Endemic by #1.
ID: 42505^6
Increases the healing done by Tirik's Melioration by #1.
ID: 42506^6
Increases the damage done by Kreig's Bite by #1.
ID: 42508^6
Increases the damage done by Frozen Miasma by #1.
ID: 42509^6
Increases the damage done by Kromtus Lance by #1.
ID: 42510^6
Increases the damage done by Kromtus Roar by #1.
ID: 42511^6
Increases the duration of Growl of the Leopard by 6 seconds.
ID: 42512^6
Decreases the reuse time of Maul by 5 percent.
ID: 42513^6
Increases the damage done by Kirchen's Chill by #1.
ID: 42514^6
Increases the damage done by Visoracius's Maelstrom by #1.
ID: 42517^6
Decreases the reuse time of Prior Retaliation by 5 percent.
ID: 42518^6
Decreases the reuse time of Tendon Tear by 8 percent.
ID: 42519^6
Decreases the reuse time of Kick in the Shins by 5 percent.
ID: 42520^6
Increases the damage done by Demolishing Axe Throw by #1.
ID: 42521^6
Decreases the reuse time of Temple Demolish by 8 percent.
ID: 42522^6
Decreases the reuse time of Demolishing Volley by 8 percent.
ID: 42523^6
Decreases the reuse time of Stormwild Frenzy by 5 percent.
ID: 42525^6
Increases the damage done by Vicious Cyclone by #1.
ID: 42526^6
Decreases the reuse time of Axe of Numicia by 8 percent.
ID: 42528^6
Increases the damage of spells by #1 to $1 percent.
ID: 42600^7
Iron Gear
ID: 42700^6
You will take #1 damage each time you strike another creature as well as taking #2 damage every 6 seconds for %z. This effect can be cured by removing #3 curse counters.
ID: 42701^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42702^6
Deals #1 damage.
ID: 42703^6
Deals #1 damage.
ID: 42704^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42705^6
Deals #1 damage.
ID: 42706^6
Deals #1 damage and briefly stuns your target.
ID: 42707^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42708^6
Deals #1 damage.
ID: 42709^6
Deals #1 damage.
ID: 42710^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42711^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42712^6
Reflects all spells back at their caster at 100 percent of that spell's original damage and deals #11 per strike to melee attackers.
ID: 42713^6
Deals #1 damage.
ID: 42714^6
Deals #1 damage.
ID: 42715^6
Deals #1 damage and briefly stuns your target.
ID: 42716^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42717^6
Deals #1 damage.
ID: 42718^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42719^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42720^6
Deals #1 damage.
ID: 42721^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42722^6
You will take #1 damage each time you strike another creature as well as taking #2 damage every 6 seconds for %z. This effect can be cured by removing #3 curse counters.
ID: 42723^6
Deals #1 damage and briefly stuns your target.
ID: 42724^6
Deals #1 damage and briefly stuns your target.
ID: 42725^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42726^6
Deals #1 damage and briefly stuns your target.
ID: 42727^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42728^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42729^6
You will take #1 damage each time you strike another creature as well as taking #2 damage every 6 seconds for %z. This effect can be cured by removing #3 curse counters.
ID: 42730^6
Deals #1 damage.
ID: 42731^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42732^6
Deals #1 damage and briefly stuns your target.
ID: 42733^6
Deals #1 damage and briefly stuns your target.
ID: 42734^6
Deals #1 damage.
ID: 42735^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42736^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42737^6
Deals #1 damage.
ID: 42738^6
You will take #1 damage each time you strike another creature as well as taking #2 damage every 6 seconds for %z. This effect can be cured by removing #3 curse counters.
ID: 42739^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42740^6
Deals #1 damage.
ID: 42741^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42742^6
Deals #1 damage and briefly stuns your target.
ID: 42743^6
Reflects all spells back at their caster at 150 percent of that spell's original damage and deals #11 per strike to melee attackers.
ID: 42744^6
You will take #1 damage each time you strike another creature as well as taking #2 damage every 6 seconds for %z. This effect can be cured by removing #3 curse counters.
ID: 42745^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42746^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42747^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42748^6
Deals #1 damage.
ID: 42749^6
Reflects all spells back at their caster at 150 percent of that spell's original damage and deals #11 per strike to melee attackers.
ID: 42750^6
Deals #1 damage.
ID: 42751^6
Deals #1 damage.
ID: 42752^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42753^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42754^6
Deals #1 damage.
ID: 42755^6
Deals #1 damage.
ID: 42756^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42757^6
Deals #1 damage.
ID: 42758^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42759^6
You will take #1 damage each time you strike another creature as well as taking #2 damage every 6 seconds for %z. This effect can be cured by removing #3 curse counters.
ID: 42760^6
Deals #1 damage.
ID: 42761^6
Deals #1 damage.
ID: 42762^6
Reflects all spells back at their caster at 175 percent of that spell's original damage and deals #11 per strike to melee attackers.
ID: 42763^6
Deals #1 damage and briefly stuns your target.
ID: 42764^6
Deals #1 damage.
ID: 42765^6
Deals #1 damage.
ID: 42766^6
You will take #1 damage each time you strike another creature as well as taking #2 damage every 6 seconds for %z. This effect can be cured by removing #3 curse counters.
ID: 42767^6
Deals #1 damage and briefly stuns your target.
ID: 42768^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42769^6
Reflects all spells back at their caster at 175 percent of that spell's original damage and deals #11 per strike to melee attackers.
ID: 42770^6
Deals #1 damage.
ID: 42771^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42772^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42773^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42774^6
Deals #1 damage.
ID: 42775^6
Deals #1 damage and briefly stuns your target.
ID: 42776^6
Deals #1 damage.
ID: 42777^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42778^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42779^6
Deals #1 damage every 6 seconds for %z. This effect can be cured by removing #2 corruption counters.
ID: 42938^6
Grants the title "The Lucky"
ID: 42962^7
Fireworks Focus
ID: 43000^6
Quickens the rate at which you regain endurance, but only if your reserves are lower than #3 percent of your maximum. Your endurance will be restored most quickly when the ability begins.
ID: 43001^6
Quickens the rate at which you regain endurance, but only if your reserves are lower than #3 percent of your maximum. Your endurance will be restored most quickly when the ability begins.
ID: 43002^6
Quickens the rate at which you regain endurance, but only if your reserves are lower than #3 percent of your maximum. Your endurance will be restored most quickly when the ability begins.
ID: 43012^6
Gives additional weight to your attacks, allowing you to attack through your opponent's defenses.
ID: 43013^6
Gives additional weight to your attacks, allowing you to attack through your opponent's defenses.
ID: 43014^6
Gives additional weight to your attacks, allowing you to attack through your opponent's defenses.
ID: 43015^6
Mystical symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 43016^6
Mystical symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 43017^6
Mystical symbols surround you. There is a chance that your physical attacks will trigger one of these runes and prevent you from taking an amount of damage.
ID: 43018^6
Absorbs #6 incoming melee damage.
ID: 43019^6
Absorbs #6 incoming melee damage.
ID: 43020^6
Absorbs #6 incoming melee damage.
ID: 43021^6
Incites intense hatred in your target with a mighty roar.
ID: 43022^6
Incites intense hatred in your target with a mighty roar.
ID: 43023^6
Incites intense hatred in your target with a mighty roar.
ID: 43024^6
Gains your target's undivided attention for 18 seconds. During this period you will have increased armor class and generate more hatred, and your allies will generate less hatred than normal.
ID: 43025^6
Gains your target's undivided attention for 18 seconds. During this period you will have increased armor class and generate more hatred, and your allies will generate less hatred than normal.
ID: 43026^6
Gains your target's undivided attention for 18 seconds. During this period you will have increased armor class and generate more hatred, and your allies will generate less hatred than normal.
ID: 43027^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their hatred during this period.
ID: 43028^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their hatred during this period.
ID: 43029^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their hatred during this period.
ID: 43030^6
Increases your armor class and causes your actions to generate #6 percent more hatred.
ID: 43031^6
Increases your armor class and causes your actions to generate #6 percent more hatred.
ID: 43032^6
Increases your armor class and causes your actions to generate #6 percent more hatred.
ID: 43033^6
You incite hatred in your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 43034^6
You incite hatred in your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 43035^6
You incite hatred in your opponent, making it more likely they will focus their attacks on you. Additionally, you will brace yourself for their next few attacks and take less damage.
ID: 43036^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 43037^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 43038^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 43039^6
A mighty shout generates a significant amount of hate in your target and lowers its ability to dodge.
ID: 43040^6
A mighty shout generates a significant amount of hate in your target and lowers its ability to dodge.
ID: 43041^6
A mighty shout generates a significant amount of hate in your target and lowers its ability to dodge.
ID: 43042^6
Lowers your chance to dodge incoming attacks by #6 percent and increases your hate for the caster over time.
ID: 43043^6
Lowers your chance to dodge incoming attacks by #6 percent and increases your hate for the caster over time.
ID: 43044^6
Lowers your chance to dodge incoming attacks by #6 percent and increases your hate for the caster over time.
ID: 43045^6
Executes a devastating attack to an off-balance opponent. This ability can only be used against targets that are below 20 percent health.
ID: 43046^6
Executes a devastating attack to an off-balance opponent. This ability can only be used against targets that are below 20 percent health.
ID: 43047^6
Executes a devastating attack to an off-balance opponent. This ability can only be used against targets that are below 20 percent health.
ID: 43048^6
Executes a stormwheel blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 43049^6
Executes a stormwheel blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 43050^6
Executes a stormwheel blade attack, doing minor damage to all nearby targets. Enemies find this attack especially infuriating.
ID: 43051^6
Generates a moderate amount of hatred in your target and grants a rune that will absorb some incoming melee damage.
ID: 43052^6
Generates a moderate amount of hatred in your target and grants a rune that will absorb some incoming melee damage.
ID: 43053^6
Generates a moderate amount of hatred in your target and grants a rune that will absorb some incoming melee damage.
ID: 43054^6
A threshold rune which absorbs #2 percent of any melee strike in excess of $2 damage, up to a total of @2.
ID: 43055^6
A threshold rune which absorbs #2 percent of any melee strike in excess of $2 damage, up to a total of @2.
ID: 43056^6
A threshold rune which absorbs #2 percent of any melee strike in excess of $2 damage, up to a total of @2.
ID: 43057^6
An area-effect ability which improves the armor class of nearby allies.
ID: 43058^6
An area-effect ability which improves the armor class of nearby allies.
ID: 43059^6
An area-effect ability which improves the armor class of nearby allies.
ID: 43060^6
A defensive skill ability which increases the warrior's armor class for %z.
ID: 43061^6
A defensive skill ability which increases the warrior's armor class for %z.
ID: 43062^6
A defensive skill ability which increases the warrior's armor class for %z.
ID: 43072^6
Cleanses the body of your target, curing severe diseases, poisons, curses, and corruption.
ID: 43073^6
Cleanses the body of your target, curing severe diseases, poisons, curses, and corruption.
ID: 43074^6
Cleanses the body of your target, curing severe diseases, poisons, curses, and corruption.
ID: 43075^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies. This spell will do additional damage to undead or summoned creatures.
ID: 43076^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies. This spell will do additional damage to undead or summoned creatures.
ID: 43077^6
Causes the earth to shift around you, causing between #1 and @1 damage to all nearby enemies. This spell will do additional damage to undead or summoned creatures.
ID: 43078^6
Shocks your enemy, briefly stunning them, causing between #2 and @2 damage, and healing their target. This spell works on creatures up to level @1.
ID: 43079^6
Shocks your enemy, briefly stunning them, causing between #2 and @2 damage, and healing their target. This spell works on creatures up to level @1.
ID: 43080^6
Shocks your enemy, briefly stunning them, causing between #2 and @2 damage, and healing their target. This spell works on creatures up to level @1.
ID: 43081^6
Heals your target's target for up to @1 hit points.
ID: 43082^6
Heals your target's target for up to @1 hit points.
ID: 43083^6
Heals your target's target for up to @1 hit points.
ID: 43084^6
Strikes undead creatures for @1 damage, and has a chance to lower their resistances or inflict massive destruction.
ID: 43085^6
Strikes undead creatures for @1 damage, and has a chance to lower their resistances or inflict massive destruction.
ID: 43086^6
Strikes undead creatures for @1 damage, and has a chance to lower their resistances or inflict massive destruction.
ID: 43087^6
Inflicts massive destruction on an undead target.
ID: 43088^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 43089^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 43090^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 43091^6
Bestows your target with a blessing, allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 43092^6
Bestows your target with a blessing, allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 43093^6
Bestows your target with a blessing, allowing them to cast spells faster for %z. This bonus affects spells up to level #2.
ID: 43094^6
Mends severe wounds, healing between #1 and @1 hit points. Will heal targets below 20 percent health for an additional @2 hit points.
ID: 43095^6
Mends severe wounds, healing between #1 and @1 hit points. Will heal targets below 20 percent health for an additional @2 hit points.
ID: 43096^6
Mends severe wounds, healing between #1 and @1 hit points. Will heal targets below 20 percent health for an additional @2 hit points.
ID: 43097^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 43098^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 43099^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 43100^6
Grants Benediction of Piety, Symbol of Nonia, and Ward of the Ardent to your target.
ID: 43101^6
Grants Benediction of Piety, Symbol of Nonia, and Ward of the Ardent to your target.
ID: 43102^6
Grants Benediction of Piety, Symbol of Nonia, and Ward of the Ardent to your target.
ID: 43103^6
By taking a solemn vow you sacrifice your healing efficacy for %z for the chance to do increased damage via vital melee strikes. Each vital strike invigorates you, replenishing your health.
ID: 43104^6
By taking a solemn vow you sacrifice your healing efficacy for %z for the chance to do increased damage via vital melee strikes. Each vital strike invigorates you, replenishing your health.
ID: 43105^6
By taking a solemn vow you sacrifice your healing efficacy for %z for the chance to do increased damage via vital melee strikes. Each vital strike invigorates you, replenishing your health.
ID: 43106^6
Deals #1 damage to your target and reflects a healing spell upon you.
ID: 43107^6
Deals #1 damage to your target and reflects a healing spell upon you.
ID: 43108^6
Deals #1 damage to your target and reflects a healing spell upon you.
ID: 43109^6
Heals you for #1 hit points every six seconds.
ID: 43110^6
Heals you for #1 hit points every six seconds.
ID: 43111^6
Heals you for #1 hit points every six seconds.
ID: 43112^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 43113^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 43114^6
Mends the severe wounds of everyone in your group, healing between #1 and @1 hit points.
ID: 43115^6
Covers your target in a defensive ward, increasing their armor class for %z.
ID: 43116^6
Covers your target in a defensive ward, increasing their armor class for %z.
ID: 43117^6
Covers your target in a defensive ward, increasing their armor class for %z.
ID: 43118^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 43119^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 43120^6
Focuses your spiritual energy into a great battle cry, increasing your attack rating, proc chance, attack speed, and mana regeneration for %z. The effects of this spell will fade if you sit down.
ID: 43121^6
Bestows your group with a blessing, allowing them to cast spells faster for %z. This blessing affects spells up to level #2.
ID: 43122^6
Bestows your group with a blessing, allowing them to cast spells faster for %z. This blessing affects spells up to level #2.
ID: 43123^6
Bestows your group with a blessing, allowing them to cast spells faster for %z. This blessing affects spells up to level #2.
ID: 43124^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z, healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 43125^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z, healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 43126^6
Encases you in a divine aura, rendering you invulnerable to all attacks for %z, healing #4 hit points immediately and #5 hit points every six seconds until the effect fades.
ID: 43127^6
Bestows the favor of the gods upon your target, granting them a second chance at life should they fall in battle. Consumes a pair of emeralds when cast.
ID: 43128^6
Bestows the favor of the gods upon your target, granting them a second chance at life should they fall in battle. Consumes a pair of emeralds when cast.
ID: 43129^6
Bestows the favor of the gods upon your target, granting them a second chance at life should they fall in battle. Consumes a pair of emeralds when cast.
ID: 43130^6
Fills your target's body with healing elixir, healing #1 hit points every six seconds for %z.
ID: 43131^6
Fills your target's body with healing elixir, healing #1 hit points every six seconds for %z.
ID: 43132^6
Fills your target's body with healing elixir, healing #1 hit points every six seconds for %z.
ID: 43136^6
Fills your target with holy power, granting them increased hit points and armor class for %z.
ID: 43137^6
Fills your target with holy power, granting them increased hit points and armor class for %z.
ID: 43138^6
Fills your target with holy power, granting them increased hit points and armor class for %z.
ID: 43139^6
Calls upon the gods to castigate your target, causing #1 damage. This spell will do additional damage to undead or summoned creatures.
ID: 43140^6
Calls upon the gods to castigate your target, causing #1 damage. This spell will do additional damage to undead or summoned creatures.
ID: 43141^6
Calls upon the gods to castigate your target, causing #1 damage. This spell will do additional damage to undead or summoned creatures.
ID: 43142^6
Grants Benediction of Piety and Surety to your target.
ID: 43143^6
Grants Benediction of Piety and Surety to your target.
ID: 43144^6
Grants Benediction of Piety and Surety to your target.
ID: 43145^6
Places a defensive ward around your body. This ward will periodically strike out at any creature that attacks you. The ward will fade after 120 strikes.
ID: 43146^6
Places a defensive ward around your body. This ward will periodically strike out at any creature that attacks you. The ward will fade after 120 strikes.
ID: 43147^6
Places a defensive ward around your body. This ward will periodically strike out at any creature that attacks you. The ward will fade after 120 strikes.
ID: 43148^6
Deals #1 damage to a creature that struck you.
ID: 43149^6
Deals #1 damage to a creature that struck you.
ID: 43150^6
Deals #1 damage to a creature that struck you.
ID: 43151^6
Covers your target in a ward that will absorb up to @5 damage of the next #5 hits that contact them. This ward will cast a large heal on the bearer when it wears off.
ID: 43152^6
Covers your target in a ward that will absorb up to @5 damage of the next #5 hits that contact them. This ward will cast a large heal on the bearer when it wears off.
ID: 43153^6
Covers your target in a ward that will absorb up to @5 damage of the next #5 hits that contact them. This ward will cast a large heal on the bearer when it wears off.
ID: 43154^6
Heals you for up to @1 hit points.
ID: 43155^6
Heals you for up to @1 hit points.
ID: 43156^6
Heals you for up to @1 hit points.
ID: 43157^6
Bathes your target in sacred light, healing up to @1 hit points. The light will heal targets below 20 percent health for an additional @2 hit points.
ID: 43158^6
Bathes your target in sacred light, healing up to @1 hit points. The light will heal targets below 20 percent health for an additional @2 hit points.
ID: 43159^6
Bathes your target in sacred light, healing up to @1 hit points. The light will heal targets below 20 percent health for an additional @2 hit points.
ID: 43160^6
A spell which heals the target, smites the target's target, and does extra damage if the target's target is also vampiric, undead, or summoned.
ID: 43161^6
A spell which heals the target, smites the target's target, and does extra damage if the target's target is also vampiric, undead, or summoned.
ID: 43162^6
A spell which heals the target, smites the target's target, and does extra damage if the target's target is also vampiric, undead, or summoned.
ID: 43163^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 43164^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 43165^6
Calls upon the gods to reprove your target, causing #1 damage.
ID: 43166^6
Places a healing ward at the location you choose, which will heal all allies nearby for up to @1 seconds. You must have an enemy targeted to use this ability.
ID: 43167^6
Places a healing ward at the location you choose, which will heal all allies nearby for up to @1 seconds. You must have an enemy targeted to use this ability.
ID: 43168^6
Places a healing ward at the location you choose, which will heal all allies nearby for up to @1 seconds. You must have an enemy targeted to use this ability.
ID: 43169^6
Heals you for up to @1 hit points.
ID: 43170^6
Heals you for up to @1 hit points.
ID: 43171^6
Heals you for up to @1 hit points.
ID: 43172^6
Places the protection of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs @1 points of damage before dissipating, healing its bearer when it breaks.
ID: 43173^6
Places the protection of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs @1 points of damage before dissipating, healing its bearer when it breaks.
ID: 43174^6
Places the protection of Vie on your target, absorbing a portion of incoming melee damage. This spell absorbs @1 points of damage before dissipating, healing its bearer when it breaks.
ID: 43175^6
The light of vie heals you for up to @1 points of damage.
ID: 43176^6
The light of vie heals you for up to @1 points of damage.
ID: 43177^6
The light of vie heals you for up to @1 points of damage.
ID: 43178^6
Imbues your target with the promise of a great heal in %z.
ID: 43179^6
Imbues your target with the promise of a great heal in %z.
ID: 43180^6
Imbues your target with the promise of a great heal in %z.
ID: 43181^6
Instant Duration.
ID: 43182^6
Instant Duration.
ID: 43183^6
Instant Duration.
ID: 43184^6
Mends the severe wounds of everyone in your group, healing for up to @1 hit points.
ID: 43185^6
Mends the severe wounds of everyone in your group, healing for up to @1 hit points.
ID: 43186^6
Mends the severe wounds of everyone in your group, healing for up to @1 hit points.
ID: 43187^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z. This spell has a chance to slow undead creatures.
ID: 43188^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z. This spell has a chance to slow undead creatures.
ID: 43189^6
Strikes your target with holy light, causing between #1 and @1 damage to undead every six seconds for %z. This spell has a chance to slow undead creatures.
ID: 43190^6
Strikes an enemy with holy might, briefly stunning them and healing their target. This spell works on creatures up to level @1.
ID: 43191^6
Strikes an enemy with holy might, briefly stunning them and healing their target. This spell works on creatures up to level @1.
ID: 43192^6
Strikes an enemy with holy might, briefly stunning them and healing their target. This spell works on creatures up to level @1.
ID: 43193^6
By taking a forceful vow, you sacrifice your healing efficacy for %z for the chance to do increased melee damage via vehement strikes. These strikes will engender extra hatred in your foes while healing you.
ID: 43194^6
By taking a forceful vow, you sacrifice your healing efficacy for %z for the chance to do increased melee damage via vehement strikes. These strikes will engender extra hatred in your foes while healing you.
ID: 43195^6
By taking a forceful vow, you sacrifice your healing efficacy for %z for the chance to do increased melee damage via vehement strikes. These strikes will engender extra hatred in your foes while healing you.
ID: 43196^6
Deals @1 damage to your enemies and increases their hatred of you.
ID: 43197^6
Deals @1 damage to your enemies and increases their hatred of you.
ID: 43198^6
Deals @1 damage to your enemies and increases their hatred of you.
ID: 43199^6
Heals you for #1 hit points every six seconds. Causes increased hatred in your enemies when cast.
ID: 43200^6
Heals you for #1 hit points every six seconds. Causes increased hatred in your enemies when cast.
ID: 43201^6
Heals you for #1 hit points every six seconds. Causes increased hatred in your enemies when cast.
ID: 43202^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The power attacks the weakest of your target's magical defenses, and is therefore harder to resist. This spell will deal additional damage to undead or summoned creatures.
ID: 43203^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The power attacks the weakest of your target's magical defenses, and is therefore harder to resist. This spell will deal additional damage to undead or summoned creatures.
ID: 43204^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. The power attacks the weakest of your target's magical defenses, and is therefore harder to resist. This spell will deal additional damage to undead or summoned creatures.
ID: 43205^6
Places a holy mark on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 43206^6
Places a holy mark on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 43207^6
Places a holy mark on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 43208^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 43209^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 43210^6
Summons a magical hammer that attacks your target relentlessly until either the hammer or the target dies.
ID: 43211^6
Expunges your group's immune system, curing some corruption.
ID: 43212^6
Expunges your group's immune system, curing some corruption.
ID: 43213^6
Expunges your group's immune system, curing some corruption.
ID: 43214^6
This spell gives a chance to twincast a heal while doing direct damage to the target. This spell will deal additional damage to undead or summoned creatures.
ID: 43215^6
This spell gives a chance to twincast a heal while doing direct damage to the target. This spell will deal additional damage to undead or summoned creatures.
ID: 43216^6
This spell gives a chance to twincast a heal while doing direct damage to the target. This spell will deal additional damage to undead or summoned creatures.
ID: 43217^6
Cures your nearby group members of minor ailments and grants them the benefits of Ardent Elixir.
ID: 43218^6
Cures your nearby group members of minor ailments and grants them the benefits of Ardent Elixir.
ID: 43219^6
Cures your nearby group members of minor ailments and grants them the benefits of Ardent Elixir.
ID: 43220^6
Surrounds your target with shining defenses, absorbing 10 percent of incoming melee damage for up to %z, and shining armor which will periodically lash out at your target's attackers, stunning them and healing your target. The armor will fade after 72 strikes.
ID: 43221^6
Surrounds your target with shining defenses, absorbing 10 percent of incoming melee damage for up to %z, and shining armor which will periodically lash out at your target's attackers, stunning them and healing your target. The armor will fade after 72 strikes.
ID: 43222^6
Surrounds your target with shining defenses, absorbing 10 percent of incoming melee damage for up to %z, and shining armor which will periodically lash out at your target's attackers, stunning them and healing your target. The armor will fade after 72 strikes.
ID: 43223^6
Stuns creatures up to level @1.
ID: 43224^6
Stuns creatures up to level @1.
ID: 43225^6
Stuns creatures up to level @1.
ID: 43226^6
Heals you for #1 hit points.
ID: 43227^6
Heals you for #1 hit points.
ID: 43228^6
Heals you for #1 hit points.
ID: 43229^6
Strikes nearby creatures with a silent order inflicting @3 damage and stunning them. This spell will deal additional damage to undead or summoned creatures.
ID: 43230^6
Strikes nearby creatures with a silent order inflicting @3 damage and stunning them. This spell will deal additional damage to undead or summoned creatures.
ID: 43231^6
Strikes nearby creatures with a silent order inflicting @3 damage and stunning them. This spell will deal additional damage to undead or summoned creatures.
ID: 43232^6
Places holy armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 43233^6
Places holy armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 43234^6
Places holy armor around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 43235^6
Grants Benediction of Piety, Symbol of Nonia, and Ward of the Ardent to your group.
ID: 43236^6
Grants Benediction of Piety, Symbol of Nonia, and Ward of the Ardent to your group.
ID: 43237^6
Grants Benediction of Piety, Symbol of Nonia, and Ward of the Ardent to your group.
ID: 43238^6
Heals all allies surrounding a point you select for up to @1 hit points.
ID: 43239^6
Heals all allies surrounding a point you select for up to @1 hit points.
ID: 43240^6
Heals all allies surrounding a point you select for up to @1 hit points.
ID: 43241^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 43242^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 43243^6
Channels holy power to heal your target for up to @1 hit points as well as attempting to remove poisons, diseases, and curses.
ID: 43244^6
Grants Benediction of Piety and Surety to your group.
ID: 43245^6
Grants Benediction of Piety and Surety to your group.
ID: 43246^6
Grants Benediction of Piety and Surety to your group.
ID: 43247^6
Smites your target, heals your target's target, and does extra damage if the target is also vampiric, undead, or elemental.
ID: 43248^6
Smites your target, heals your target's target, and does extra damage if the target is also vampiric, undead, or elemental.
ID: 43249^6
Smites your target, heals your target's target, and does extra damage if the target is also vampiric, undead, or elemental.
ID: 43250^6
Heals your target's target for up to @1 hit points.
ID: 43251^6
Heals your target's target for up to @1 hit points.
ID: 43252^6
Heals your target's target for up to @1 hit points.
ID: 43253^6
Damages your target for up to @1 hit points. This spell will deal additional damage to undead or summoned creatures.
ID: 43254^6
Damages your target for up to @1 hit points. This spell will deal additional damage to undead or summoned creatures.
ID: 43255^6
Damages your target for up to @1 hit points. This spell will deal additional damage to undead or summoned creatures.
ID: 43256^6
Fills your group with healing elixir, continually healing their wounds for up to %z.
ID: 43257^6
Fills your group with healing elixir, continually healing their wounds for up to %z.
ID: 43258^6
Fills your group with healing elixir, continually healing their wounds for up to %z.
ID: 43259^6
Fills your group with holy power, granting them increased hit points and armor class for %z.
ID: 43260^6
Fills your group with holy power, granting them increased hit points and armor class for %z.
ID: 43261^6
Fills your group with holy power, granting them increased hit points and armor class for %z.
ID: 43262^6
Places the protection of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs @1 damage before dissipating, and will heal its bearer when it fades.
ID: 43263^6
Places the protection of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs @1 damage before dissipating, and will heal its bearer when it fades.
ID: 43264^6
Places the protection of Vie on your group, absorbing a portion of incoming melee damage. This spell absorbs @1 damage before dissipating, and will heal its bearer when it fades.
ID: 43265^6
Mends the severe wounds of everyone in your group, healing up to @1 hit points as well as curing moderate diseases, poisons, and curses.
ID: 43266^6
Mends the severe wounds of everyone in your group, healing up to @1 hit points as well as curing moderate diseases, poisons, and curses.
ID: 43267^6
Mends the severe wounds of everyone in your group, healing up to @1 hit points as well as curing moderate diseases, poisons, and curses.
ID: 43283^6
Braces your body to withstand the next two incoming melee attacks, reducing damage done.
ID: 43284^6
Braces your body to withstand the next two incoming melee attacks, reducing damage done.
ID: 43285^6
Braces your body to withstand the next three incoming melee attacks, reducing damage done.
ID: 43286^6
Absorbs #9 percent of incoming melee damage up to a maximum of @9, or two attacks.
ID: 43287^6
Absorbs #9 percent of incoming melee damage up to a maximum of @9, or two attacks.
ID: 43288^6
Absorbs #9 percent of incoming melee damage up to a maximum of @9, or three attacks.
ID: 43289^6
Increases your maximum hit points by #8. This bonus will decay over time.
ID: 43290^6
Increases your maximum hit points by #8. This bonus will decay over time.
ID: 43291^6
Increases your maximum hit points by #8. This bonus will decay over time.
ID: 43292^6
A brief prayer that cleanses corruption from your group.
ID: 43293^6
A brief prayer that cleanses corruption from your group.
ID: 43294^6
A brief prayer that cleanses corruption from your group.
ID: 43295^6
Strikes undead creatures for up to @1 damage.
ID: 43296^6
Strikes undead creatures for up to @1 damage.
ID: 43297^6
Strikes undead creatures for up to @1 damage.
ID: 43298^6
Cleanses the body of your target, curing severe diseases, poisons, and curses.
ID: 43299^6
Cleanses the body of your target, curing severe diseases, poisons, and curses.
ID: 43300^6
Cleanses the body of your target, curing severe diseases, poisons, and curses.
ID: 43301^6
Channels a sacred power, healing your target for up to @1 hit points.
ID: 43302^6
Channels a sacred power, healing your target for up to @1 hit points.
ID: 43303^6
Channels a sacred power, healing your target for up to @1 hit points.
ID: 43304^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 43305^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 43306^6
Channels the forces of ancient valor, stunning your target briefly. This spell works on creatures up to level @1.
ID: 43307^6
Inflicts up to @1 damage. Undead creatures will be damaged for up to an additional @2 with a chance to lower their armor class and make them more vulnerable to melee attacks.
ID: 43308^6
Inflicts up to @1 damage. Undead creatures will be damaged for up to an additional @2 with a chance to lower their armor class and make them more vulnerable to melee attacks.
ID: 43309^6
Inflicts up to @1 damage. Undead creatures will be damaged for up to an additional @2 with a chance to lower their armor class and make them more vulnerable to melee attacks.
ID: 43310^6
Increases melee damage taken by #5 percent. Decreases armor class by #11.
ID: 43311^6
Increases melee damage taken by #5 percent. Decreases armor class by #11.
ID: 43312^6
Increases melee damage taken by #5 percent. Decreases armor class by #11.
ID: 43313^6
Places a holy mark on your target, dealing #1 damage each time the target strikes another creature. This effect will fade after twenty-four strikes.
ID: 43314^6
Places a holy mark on your target, dealing #1 damage each time the target strikes another creature. This effect will fade after twenty-four strikes.
ID: 43315^6
Places a holy mark on your target, dealing #1 damage each time the target strikes another creature. This effect will fade after twenty-four strikes.
ID: 43316^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 43317^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 43318^6
Pacifies your target, lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 43319^6
Cloaks your target in protective armor, granting them increased hit points and armor class for %z.
ID: 43320^6
Cloaks your target in protective armor, granting them increased hit points and armor class for %z.
ID: 43321^6
Cloaks your target in protective armor, granting them increased hit points and armor class for %z.
ID: 43322^6
Confronts your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 43323^6
Confronts your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 43324^6
Confronts your target for an honorable purpose, causing them anger that continues to grow for %z, while also shielding you from incoming damage.
ID: 43325^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 43326^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 43327^6
Absorbs #3 percent of incoming melee damage, up to a maximum of @3.
ID: 43328^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 43329^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 43330^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. Generates additional hate.
ID: 43331^6
Ostracizes your target, dealing #1 damage and healing your target's target. This spell will deal additional damage to undead or summoned creatures. This spell will generate less hatred than normal spells.
ID: 43332^6
Ostracizes your target, dealing #1 damage and healing your target's target. This spell will deal additional damage to undead or summoned creatures. This spell will generate less hatred than normal spells.
ID: 43333^6
Ostracizes your target, dealing #1 damage and healing your target's target. This spell will deal additional damage to undead or summoned creatures. This spell will generate less hatred than normal spells.
ID: 43334^6
Heals your target's target for up to @1 hit points.
ID: 43335^6
Heals your target's target for up to @1 hit points.
ID: 43336^6
Heals your target's target for up to @1 hit points.
ID: 43337^6
Bathes your target in light, healing #1 hit points.
ID: 43338^6
Bathes your target in light, healing #1 hit points.
ID: 43339^6
Bathes your target in light, healing #1 hit points.
ID: 43340^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1. This spell will deal additional damage to undead creatures.
ID: 43341^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1. This spell will deal additional damage to undead creatures.
ID: 43342^6
Strikes home a lesson, stunning your enemy and doing #2 damage. This spell works on creatures up to level @1. This spell will deal additional damage to undead creatures.
ID: 43343^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 43344^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 43345^6
Covers your target in a shimmer of holy runes, increasing their hit points for %z.
ID: 43346^6
Covers your body in armor, increasing your armor's strength, stunning and damaging your attackers, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 43347^6
Covers your body in armor, increasing your armor's strength, stunning and damaging your attackers, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 43348^6
Covers your body in armor, increasing your armor's strength, stunning and damaging your attackers, and absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage.
ID: 43349^6
Strikes your attackers for #1 damage and stuns them. This spell can stun creatures up to level @2.
ID: 43350^6
Strikes your attackers for #1 damage and stuns them. This spell can stun creatures up to level @2.
ID: 43351^6
Strikes your attackers for #1 damage and stuns them. This spell can stun creatures up to level @2.
ID: 43352^6
Heals yourself for up to @1 hit points.
ID: 43353^6
Heals yourself for up to @1 hit points.
ID: 43354^6
Heals yourself for up to @1 hit points.
ID: 43355^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 43356^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 43357^6
Places a mystic aura of protection around you, increasing your hit points, armor class, and mana regeneration for %z.
ID: 43358^6
Channels the power of the sunrise, healing your target for @1 hit points.
ID: 43359^6
Channels the power of the sunrise, healing your target for @1 hit points.
ID: 43360^6
Channels the power of the sunrise, healing your target for @1 hit points.
ID: 43361^6
Fills your target's body with cleansing light, healing #1 hit points every six seconds for %z.
ID: 43362^6
Fills your target's body with cleansing light, healing #1 hit points every six seconds for %z.
ID: 43363^6
Fills your target's body with cleansing light, healing #1 hit points every six seconds for %z.
ID: 43364^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage, healing you in the process.
ID: 43365^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage, healing you in the process.
ID: 43366^6
Covers your body in armor, absorbing #5 percent of incoming melee damage for %z. The armor will dissipate when it has absorbed @5 damage, healing you in the process.
ID: 43367^6
Heals you for up to @1 hit points.
ID: 43368^6
Heals you for up to @1 hit points.
ID: 43369^6
Heals you for up to @1 hit points.
ID: 43370^6
A free-target spell which can cure many detrimental effects and performs a light heal on targets within the area of effect.
ID: 43371^6
A free-target spell which can cure many detrimental effects and performs a light heal on targets within the area of effect.
ID: 43372^6
A free-target spell which can cure many detrimental effects and performs a light heal on targets within the area of effect.
ID: 43373^6
Surrounds your group with Brell's bulwark, increasing their hit points for %z.
ID: 43374^6
Surrounds your group with Brell's bulwark, increasing their hit points for %z.
ID: 43375^6
Surrounds your group with Brell's bulwark, increasing their hit points for %z.
ID: 43376^6
Strikes your target with force, stunning them and reflecting a heal back on yourself. This effect works on creatures up to level @1.
ID: 43377^6
Strikes your target with force, stunning them and reflecting a heal back on yourself. This effect works on creatures up to level @1.
ID: 43378^6
Strikes your target with force, stunning them and reflecting a heal back on yourself. This effect works on creatures up to level @1.
ID: 43379^6
Bathes you in healing power, restoring #1 hit points every six seconds for %z.
ID: 43380^6
Bathes you in healing power, restoring #1 hit points every six seconds for %z.
ID: 43381^6
Bathes you in healing power, restoring #1 hit points every six seconds for %z.
ID: 43382^6
Places a holy mark on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 43383^6
Places a holy mark on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 43384^6
Places a holy mark on your target, dealing #2 damage each time the target strikes another creature and healing #1 hit points for your allies each time they strike the target.
ID: 43385^6
Heals yourself of severe wounds. This spell will provide more healing the lower your health is when cast.
ID: 43386^6
Heals yourself of severe wounds. This spell will provide more healing the lower your health is when cast.
ID: 43387^6
Heals yourself of severe wounds. This spell will provide more healing the lower your health is when cast.
ID: 43388^6
Gains your target's undivided attention for 18 seconds. During this period you will receive a heal and generate more hatred, and your allies will generate less hatred than normal.
ID: 43389^6
Gains your target's undivided attention for 18 seconds. During this period you will receive a heal and generate more hatred, and your allies will generate less hatred than normal.
ID: 43390^6
Gains your target's undivided attention for 18 seconds. During this period you will receive a heal and generate more hatred, and your allies will generate less hatred than normal.
ID: 43391^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their normal hatred during this period.
ID: 43392^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their normal hatred during this period.
ID: 43393^6
Causes a creature of up to level #1 to attack you exclusively for %z. Your allies will generate $1 percent of their normal hatred during this period.
ID: 43394^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 43395^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 43396^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 43397^6
Emanates a wave of sorrow from the caster, healing @1 hit points for everyone in your group.
ID: 43398^6
Emanates a wave of sorrow from the caster, healing @1 hit points for everyone in your group.
ID: 43399^6
Emanates a wave of sorrow from the caster, healing @1 hit points for everyone in your group.
ID: 43400^6
Channels the power of the sunrise, consuming up to #1 mana to heal your group. This spell requires you to be in a group to function properly.
ID: 43401^6
Channels the power of the sunrise, consuming up to #1 mana to heal your group. This spell requires you to be in a group to function properly.
ID: 43402^6
Channels the power of the sunrise, consuming up to #1 mana to heal your group. This spell requires you to be in a group to function properly.
ID: 43403^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. This spell will cause additional damage to undead or summoned creatures. Generates additional hate.
ID: 43404^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. This spell will cause additional damage to undead or summoned creatures. Generates additional hate.
ID: 43405^6
Channels holy power into a cohesive bolt of energy, causing @1 damage. This spell will cause additional damage to undead or summoned creatures. Generates additional hate.
ID: 43406^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 43407^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 43408^6
Bestows divine might upon you, providing a chance to channel the will of the gods through your weapon when attacking.
ID: 43409^6
Strikes your target with fury. This spell will cause additional damage to undead creatures.
ID: 43410^6
Strikes your target with fury. This spell will cause additional damage to undead creatures.
ID: 43411^6
Strikes your target with fury. This spell will cause additional damage to undead creatures.
ID: 43412^6
Strikes your target with great force, briefly stunning them. This effect works on creatures up to level @1.
ID: 43413^6
Strikes your target with great force, briefly stunning them. This effect works on creatures up to level @1.
ID: 43414^6
Strikes your target with great force, briefly stunning them. This effect works on creatures up to level @1.
ID: 43415^6
A direct damage spell which reflects a healing twincast upon the caster. This spell will cause additional damage to undead or summoned creatures.
ID: 43416^6
A direct damage spell which reflects a healing twincast upon the caster. This spell will cause additional damage to undead or summoned creatures.
ID: 43417^6
A direct damage spell which reflects a healing twincast upon the caster. This spell will cause additional damage to undead or summoned creatures.
ID: 43418^6
Cloaks your group in holy armor, granting them increased hit points and armor class for %z.
ID: 43419^6
Cloaks your group in holy armor, granting them increased hit points and armor class for %z.
ID: 43420^6
Cloaks your group in holy armor, granting them increased hit points and armor class for %z.
ID: 43421^6
Gives the target's target a melee guard effect and heals them for #1.
ID: 43422^6
Gives the target's target a melee guard effect and heals them for #1.
ID: 43423^6
Gives the target's target a melee guard effect and heals them for #1.
ID: 43424^6
Places a protective ward on your target, absorbing #1 percent of incoming melee damage. This spell absorbs @1 points of damage before dissipating.
ID: 43425^6
Places a protective ward on your target, absorbing #1 percent of incoming melee damage. This spell absorbs @1 points of damage before dissipating.
ID: 43426^6
Places a protective ward on your target, absorbing #1 percent of incoming melee damage. This spell absorbs @1 points of damage before dissipating.
ID: 43436^6
Calls out a target, striking them with arrows and causing them to take more damage from archery attacks.
ID: 43437^6
Calls out a target, striking them with arrows and causing them to take more damage from archery attacks.
ID: 43438^6
Calls out a target, striking them with arrows and causing them to take more damage from archery attacks.
ID: 43439^6
Blankets your target in a drifting shadow, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 43440^6
Blankets your target in a drifting shadow, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 43441^6
Blankets your target in a drifting shadow, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 43442^6
Cloaks you in a veil, providing a chance for creatures attacking you to be less hateful towards you.
ID: 43443^6
Cloaks you in a veil, providing a chance for creatures attacking you to be less hateful towards you.
ID: 43444^6
Cloaks you in a veil, providing a chance for creatures attacking you to be less hateful towards you.
ID: 43445^6
Lowers hatred for your target.
ID: 43446^6
Lowers hatred for your target.
ID: 43447^6
Lowers hatred for your target.
ID: 43448^6
Mends severe wounds, healing up to @1 hit points.
ID: 43449^6
Mends severe wounds, healing up to @1 hit points.
ID: 43450^6
Mends severe wounds, healing up to @1 hit points.
ID: 43451^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 43452^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 43453^6
Commands a swarm of insects to attack your target relentlessly, causing between #1 and @1 damage every six seconds for %z.
ID: 43454^6
Surrounds your target in a thorny shield that causes damage to anything that strikes them for %z.
ID: 43455^6
Surrounds your target in a thorny shield that causes damage to anything that strikes them for %z.
ID: 43456^6
Surrounds your target in a thorny shield that causes damage to anything that strikes them for %z.
ID: 43457^6
You strike in a flash of blades, striking multiple times at up to 8 targets in front of you.
ID: 43458^6
You strike in a flash of blades, striking multiple times at up to 8 targets in front of you.
ID: 43459^6
You strike in a flash of blades, striking multiple times at up to 8 targets in front of you.
ID: 43460^6
Cloaks your target in thorns, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 43461^6
Cloaks your target in thorns, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 43462^6
Cloaks your target in thorns, increasing their armor class and causing damage to anything that strikes them for %z.
ID: 43463^6
Unleashes a pair of kicks to your target's head, causing increased anger.
ID: 43464^6
Unleashes a pair of kicks to your target's head, causing increased anger.
ID: 43465^6
Unleashes a pair of kicks to your target's head, causing increased anger.
ID: 43466^6
Unleashes a pair of kicks to your target's head, sometimes causing partial memory loss.
ID: 43467^6
Unleashes a pair of kicks to your target's head, sometimes causing partial memory loss.
ID: 43468^6
Unleashes a pair of kicks to your target's head, sometimes causing partial memory loss.
ID: 43469^6
Imbues your weapons with jolting power, allowing them a chance to strike your target's head, causing partial memory loss.
ID: 43470^6
Imbues your weapons with jolting power, allowing them a chance to strike your target's head, causing partial memory loss.
ID: 43471^6
Imbues your weapons with jolting power, allowing them a chance to strike your target's head, causing partial memory loss.
ID: 43472^6
Instant Duration.
ID: 43473^6
Instant Duration.
ID: 43474^6
Instant Duration.
ID: 43475^6
Blesses your target with your inner strength, increasing their hit points and attack rating for %z.
ID: 43476^6
Blesses your target with your inner strength, increasing their hit points and attack rating for %z.
ID: 43477^6
Blesses your target with your inner strength, increasing their hit points and attack rating for %z.
ID: 43478^6
Calls forth a bitter wind to encase your target in ice, doing @1 damage.
ID: 43479^6
Calls forth a bitter wind to encase your target in ice, doing @1 damage.
ID: 43480^6
Calls forth a bitter wind to encase your target in ice, doing @1 damage.
ID: 43481^6
The shout of the predator imparts your target with increased attack rating and double attack chance for up to %z.
ID: 43482^6
The shout of the predator imparts your target with increased attack rating and double attack chance for up to %z.
ID: 43483^6
The shout of the predator imparts your target with increased attack rating and double attack chance for up to %z.
ID: 43484^6
Blankets your target in a lingering shadow, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1.
ID: 43485^6
Blankets your target in a lingering shadow, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1.
ID: 43486^6
Blankets your target in a lingering shadow, making it much less likely for them to assist their friends in battle. This spell works on creatures up to level @1.
ID: 43487^6
A beneficial burst of wind will cause up to @1 cold damage to your target and enhance your next 2 cold spells.
ID: 43488^6
A beneficial burst of wind will cause up to @1 cold damage to your target and enhance your next 2 cold spells.
ID: 43489^6
A beneficial burst of wind will cause up to @1 cold damage to your target and enhance your next 2 cold spells.
ID: 43490^6
Increases damage done by your cold spells by #1. This effect will decay on spells above level #2.
ID: 43491^6
Summons a swarm of angry insects to attack the target and places a stinging shield on the target's target.
ID: 43492^6
Summons a swarm of angry insects to attack the target and places a stinging shield on the target's target.
ID: 43493^6
Summons a swarm of angry insects to attack the target and places a stinging shield on the target's target.
ID: 43494^6
A swarm of angry insects stings you, doing #1 damage every six seconds for %z.
ID: 43495^6
A swarm of angry insects stings you, doing #1 damage every six seconds for %z.
ID: 43496^6
A swarm of angry insects stings you, doing #1 damage every six seconds for %z.
ID: 43497^6
A swarm of angry insects deals #5 damage to your attacker each time you are struck in battle.
ID: 43498^6
A swarm of angry insects deals #5 damage to your attacker each time you are struck in battle.
ID: 43499^6
A swarm of angry insects deals #5 damage to your attacker each time you are struck in battle.
ID: 43500^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 43501^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 43502^6
Your target is splashed with mystical water that heals them and cures Poison, Disease, and Curse effects as it evaporates.
ID: 43503^6
Ignites your target's skin, doing up to @1 damage.
ID: 43504^6
Ignites your target's skin, doing up to @1 damage.
ID: 43505^6
Ignites your target's skin, doing up to @1 damage.
ID: 43506^6
Surrounds you in a coat of thorns that increases your armor class and harms those that strike you for %z.
ID: 43507^6
Surrounds you in a coat of thorns that increases your armor class and harms those that strike you for %z.
ID: 43508^6
Surrounds you in a coat of thorns that increases your armor class and harms those that strike you for %z.
ID: 43509^6
Imbues your body with vigor, regenerating #1 hit points every six seconds for %z.
ID: 43510^6
Imbues your body with vigor, regenerating #1 hit points every six seconds for %z.
ID: 43511^6
Imbues your body with vigor, regenerating #1 hit points every six seconds for %z.
ID: 43512^6
A burst of fire will cause up to @1 damage to your target and enhance your next 2 fire spells.
ID: 43513^6
A burst of fire will cause up to @1 damage to your target and enhance your next 2 fire spells.
ID: 43514^6
A burst of fire will cause up to @1 damage to your target and enhance your next 2 fire spells.
ID: 43515^6
Increases damage done by your fire spells by #1. This effect will decay on spells above level #2.
ID: 43516^6
Splashes your target in a deluge of healing waters, healing up to @1 points of damage.
ID: 43517^6
Splashes your target in a deluge of healing waters, healing up to @1 points of damage.
ID: 43518^6
Splashes your target in a deluge of healing waters, healing up to @1 points of damage.
ID: 43519^6
Imbues your weapons with devastating power, allowing them a chance to strike with the fury of a feral beast.
ID: 43520^6
Imbues your weapons with devastating power, allowing them a chance to strike with the fury of a feral beast.
ID: 43521^6
Imbues your weapons with devastating power, allowing them a chance to strike with the fury of a feral beast.
ID: 43522^6
Deals #2 damage to your target.
ID: 43523^6
Deals #2 damage to your target.
ID: 43524^6
Deals #2 damage to your target.
ID: 43525^6
Makes your eyes like the creatures of the wild for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 43526^6
Makes your eyes like the creatures of the wild for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 43527^6
Makes your eyes like the creatures of the wild for %z, giving you improved vision, increased mana regeneration, the ability to see invisible creatures, and increased accuracy.
ID: 43528^6
Conjures ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 43529^6
Conjures ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 43530^6
Conjures ethereal arrows to fly out in front of you, causing damage to any creatures caught in the arc.
ID: 43531^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 43532^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 43533^6
Hardens the skin of your target, increasing their hit points, regeneration rate, and armor class for %z.
ID: 43534^6
Entraps your target in a thunderstorm, inflicting damage separately from searing heat and a chilling rain. Enemies find this spell particularly infuriating.
ID: 43535^6
Entraps your target in a thunderstorm, inflicting damage separately from searing heat and a chilling rain. Enemies find this spell particularly infuriating.
ID: 43536^6
Entraps your target in a thunderstorm, inflicting damage separately from searing heat and a chilling rain. Enemies find this spell particularly infuriating.
ID: 43537^6
Deals #1 fire damage to your target.
ID: 43538^6
Deals #1 fire damage to your target.
ID: 43539^6
Deals #1 fire damage to your target.
ID: 43540^6
Deals #1 cold damage to your target.
ID: 43541^6
Deals #1 cold damage to your target.
ID: 43542^6
Deals #1 cold damage to your target.
ID: 43543^6
Grants your group the effects of Cloak of Nettlespurs, Bellow of the Predator, and Strength of the Copsestalker.
ID: 43544^6
Grants your group the effects of Cloak of Nettlespurs, Bellow of the Predator, and Strength of the Copsestalker.
ID: 43545^6
Grants your group the effects of Cloak of Nettlespurs, Bellow of the Predator, and Strength of the Copsestalker.
ID: 43546^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 43547^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 43548^6
Imbues your weapons with the electricity of the storm for %z, allowing them a chance to strike with the fury of thunder. Immediately following a strike, there is a chance that the thunderclap will protect you from attacks for a brief time.
ID: 43549^6
Deals #2 damage to your target.
ID: 43550^6
Deals #2 damage to your target.
ID: 43551^6
Deals #2 damage to your target.
ID: 43552^6
Imbues your weapons with energy, increasing damage done by your melee attacks.
ID: 43553^6
Imbues your weapons with energy, increasing damage done by your melee attacks.
ID: 43554^6
Imbues your weapons with energy, increasing damage done by your melee attacks.
ID: 43555^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Other types of target will be dealt #2 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 43556^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Other types of target will be dealt #2 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 43557^6
Looses a magical arrow that pierces the heart of an animal or humanoid target, dealing #1 damage. Other types of target will be dealt #2 damage. Consumes a 50 range CLASS 3 Wood Silver Tip Arrow when cast.
ID: 43558^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 43559^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 43560^6
Covers your skin in a coat of hardened thorns, increasing your armor class, as well as causing damage to anyone who strikes you for %z. Additionally, it grants an enhancement to your melee offense and chance to double attack.
ID: 43561^6
Consumes you with the thrill of the hunt, which grants an increase to your offensive capabilities for a short while if you are the one responsible for the death of a challenging foe.
ID: 43562^6
Consumes you with the thrill of the hunt, which grants an increase to your offensive capabilities for a short while if you are the one responsible for the death of a challenging foe.
ID: 43563^6
Consumes you with the thrill of the hunt, which grants an increase to your offensive capabilities for a short while if you are the one responsible for the death of a challenging foe.
ID: 43564^6
Increases critical strike chance and accuracy.
ID: 43565^6
Increases critical strike chance and accuracy.
ID: 43566^6
Increases critical strike chance and accuracy.
ID: 43567^6
Launches a flight of arrows at the target.
ID: 43568^6
Launches a flight of arrows at the target.
ID: 43569^6
Launches a flight of arrows at the target.
ID: 43570^6
A narrower torrent of arrows aimed at a single target rather than a group.
ID: 43571^6
A narrower torrent of arrows aimed at a single target rather than a group.
ID: 43572^6
A narrower torrent of arrows aimed at a single target rather than a group.
ID: 43573^6
A self-targeted spell that adds the effects of Energized by the Hunt, Protection of the Forest, Eyes of the Harrier, and Nettlespear Coat to you.
ID: 43574^6
A self-targeted spell that adds the effects of Energized by the Hunt, Protection of the Forest, Eyes of the Harrier, and Nettlespear Coat to you.
ID: 43575^6
A self-targeted spell that adds the effects of Energized by the Hunt, Protection of the Forest, Eyes of the Harrier, and Nettlespear Coat to you.
ID: 43585^6
Summons your target's corpse to you. This spell works on characters up to level #1. Consumes a pair of tiny jade inlaid coffins when cast.
ID: 43586^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a horrific strike. The strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 43587^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a horrific strike. The strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 43588^6
Instills you with a thirst for dark blood, giving your attacks a chance to execute a horrific strike. The strike will damage your opponent and allow your next several melee attacks to heal you for 10 percent of their inflicted damage.
ID: 43589^6
Deals #1 damage to your target.
ID: 43590^6
Deals #1 damage to your target.
ID: 43591^6
Deals #1 damage to your target.
ID: 43592^6
#10 percent of melee damage done will be returned as healing.
ID: 43593^6
#10 percent of melee damage done will be returned as healing.
ID: 43594^6
#10 percent of melee damage done will be returned as healing.
ID: 43595^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 43596^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 43597^6
Drains #3 of your target's life energy and transfers it to you every six seconds for %z.
ID: 43598^6
Heals #6 hit points every six seconds.
ID: 43599^6
Heals #6 hit points every six seconds.
ID: 43600^6
Heals #6 hit points every six seconds.
ID: 43600^7
Bronze Gear
ID: 43601^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 43602^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 43603^6
Conjures a mystic maw that tears at your enemy, causing #7 damage, and uses that energy to heal the bodies and minds of your group.
ID: 43604^6
Heals #7 hit points every six seconds. Increases mana by #8 every six seconds.
ID: 43605^6
Heals #7 hit points every six seconds. Increases mana by #8 every six seconds.
ID: 43606^6
Heals #7 hit points every six seconds. Increases mana by #8 every six seconds.
ID: 43607^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 43608^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 43609^6
Fills your target's head with memories of a horrible tragedy, inciting hatred toward you.
ID: 43610^6
Surrounds your hands in an unholy aura for %z. This allows your attacks a chance to tear at your opponent's mind, absorbing their mental energy.
ID: 43611^6
Surrounds your hands in an unholy aura for %z. This allows your attacks a chance to tear at your opponent's mind, absorbing their mental energy.
ID: 43612^6
Surrounds your hands in an unholy aura for %z. This allows your attacks a chance to tear at your opponent's mind, absorbing their mental energy.
ID: 43613^6
Strikes your target with mental terror, dealing up to @1 damage and returning mana to you.
ID: 43614^6
Strikes your target with mental terror, dealing up to @1 damage and returning mana to you.
ID: 43615^6
Strikes your target with mental terror, dealing up to @1 damage and returning mana to you.
ID: 43616^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 43617^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 43618^6
Fills your target's veins with caustic blood, causing between #1 and @1 damage every six seconds for %z.
ID: 43619^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 43620^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 43621^6
Challenges your target for proof of might, causing them anger that continues to grow for %z, while also increasing your armor class.
ID: 43622^6
Increases armor class by #7.
ID: 43623^6
Increases armor class by #7.
ID: 43624^6
Increases armor class by #7.
ID: 43625^6
Summons a shadow that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z. This spell will still damage (but not bind) creatures that are immune to movement rate changes.
ID: 43626^6
Summons a shadow that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z. This spell will still damage (but not bind) creatures that are immune to movement rate changes.
ID: 43627^6
Summons a shadow that binds your target's feet, decreasing their movement rate, and doing #1 damage every 6 seconds for %z. This spell will still damage (but not bind) creatures that are immune to movement rate changes.
ID: 43628^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 43629^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 43630^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 43631^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 43632^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 43633^6
Imbues your attacks with a chance to steal life energy from your target for %z.
ID: 43634^6
Drains #x life from your target.
ID: 43635^6
Drains #x life from your target.
ID: 43636^6
Drains #x life from your target.
ID: 43637^6
Strikes your target twice with a gashing blade.
ID: 43638^6
Strikes your target twice with a gashing blade.
ID: 43639^6
Strikes your target twice with a gashing blade.
ID: 43640^6
With a mighty shout, you draw the attention of all creatures surrounding you, damaging them for #2 hit points and healing you for a maximum of @3 hit points per target.
ID: 43641^6
With a mighty shout, you draw the attention of all creatures surrounding you, damaging them for #2 hit points and healing you for a maximum of @3 hit points per target.
ID: 43642^6
With a mighty shout, you draw the attention of all creatures surrounding you, damaging them for #2 hit points and healing you for a maximum of @3 hit points per target.
ID: 43643^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 43644^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 43645^6
Fills your pet with power, giving it increased attack speed, armor class, and strength for %z.
ID: 43646^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 43647^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 43648^6
Transforms you into a skeleton, slowly draining your life and restoring your mana for up to %z.
ID: 43649^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage and damaging your attackers for %z. The souls will fade away after absorbing @5 damage.
ID: 43650^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage and damaging your attackers for %z. The souls will fade away after absorbing @5 damage.
ID: 43651^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage and damaging your attackers for %z. The souls will fade away after absorbing @5 damage.
ID: 43652^6
Drains #1 life from your target.
ID: 43653^6
Drains #1 life from your target.
ID: 43654^6
Drains #1 life from your target.
ID: 43655^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 43656^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 43657^6
Wraps your body in the souls of your fallen victims, absorbing #5 percent of incoming melee damage for %z. The souls will fade away after absorbing @5 damage.
ID: 43658^6
The mantle's shattering heals you for #1.
ID: 43659^6
The mantle's shattering heals you for #1.
ID: 43660^6
The mantle's shattering heals you for #1.
ID: 43661^6
Animates an undead servant. Consumes bone chips when cast.
ID: 43662^6
Animates an undead servant. Consumes bone chips when cast.
ID: 43663^6
Animates an undead servant. Consumes bone chips when cast.
ID: 43664^6
Covers your body in a protective cloak for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 43665^6
Covers your body in a protective cloak for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 43666^6
Covers your body in a protective cloak for %z, increasing your hit points, armor class, and causing damage to anyone who strikes you.
ID: 43667^6
Hurls a spear of disease at your target, doing #1 damage.
ID: 43668^6
Hurls a spear of disease at your target, doing #1 damage.
ID: 43669^6
Hurls a spear of disease at your target, doing #1 damage.
ID: 43670^6
This spell corrupts your target, reducing their resistance to disease and doing #2 damage every six seconds for up to %z.
ID: 43671^6
This spell corrupts your target, reducing their resistance to disease and doing #2 damage every six seconds for up to %z.
ID: 43672^6
This spell corrupts your target, reducing their resistance to disease and doing #2 damage every six seconds for up to %z.
ID: 43673^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 43674^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 43675^6
Causes all nearby enemies to develop an intense hatred for you.
ID: 43676^6
Gains your target's undivided attention for 18 seconds. This effect will drain their life to you, and cause your allies to generate less hatred than normal.
ID: 43677^6
Gains your target's undivided attention for 18 seconds. This effect will drain their life to you, and cause your allies to generate less hatred than normal.
ID: 43678^6
Gains your target's undivided attention for 18 seconds. This effect will drain their life to you, and cause your allies to generate less hatred than normal.
ID: 43679^6
Causes a creature of up to level #1 to attack you exclusively for %z and draining up to @2 hit points every six seconds. Your allies will generate $1 percent of their normal hatred during this period.
ID: 43680^6
Causes a creature of up to level #1 to attack you exclusively for %z and draining up to @2 hit points every six seconds. Your allies will generate $1 percent of their normal hatred during this period.
ID: 43681^6
Causes a creature of up to level #1 to attack you exclusively for %z and draining up to @2 hit points every six seconds. Your allies will generate $1 percent of their normal hatred during this period.
ID: 43682^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 43683^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 43684^6
Heals you for @4 every six seconds and causes your actions to generate #6 percent more hatred.
ID: 43685^6
You strike a dangerous bargain, inflicting up to @2 damage on all targets around you and greatly increasing their hatred. Your mana and endurance will be sapped for each target that is struck in this manner. You must have more than 10 percent of your mana available to cast this spell.
ID: 43686^6
You strike a dangerous bargain, inflicting up to @2 damage on all targets around you and greatly increasing their hatred. Your mana and endurance will be sapped for each target that is struck in this manner. You must have more than 10 percent of your mana available to cast this spell.
ID: 43687^6
You strike a dangerous bargain, inflicting up to @2 damage on all targets around you and greatly increasing their hatred. Your mana and endurance will be sapped for each target that is struck in this manner. You must have more than 10 percent of your mana available to cast this spell.
ID: 43688^6
You pay off your bargain with the loss of #1 mana and #2 endurance.
ID: 43689^6
A powerful lifetap spell that drains your target for up to @1 damage.
ID: 43690^6
A powerful lifetap spell that drains your target for up to @1 damage.
ID: 43691^6
A powerful lifetap spell that drains your target for up to @1 damage.
ID: 43692^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 43693^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 43694^6
Causes your target's heart beat to become irregular, lowering their strength, armor class, and doing #4 damage every six seconds for %z.
ID: 43695^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 43696^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 43697^6
Gives your skin a sickly hue that will sometimes harden to absorb the impact of attacks made against you.
ID: 43698^6
Absorbs up to $6 damage from incoming melee attacks for the next three attacks that strike you.
ID: 43699^6
Absorbs up to $6 damage from incoming melee attacks for the next three attacks that strike you.
ID: 43700^6
Absorbs up to $6 damage from incoming melee attacks for the next three attacks that strike you.
ID: 43700^7
Gold Spring
ID: 43701^6
Strikes your target with three powerful sword attacks and places you in a rage which will increase your spell and melee power.
ID: 43702^6
Strikes your target with three powerful sword attacks and places you in a rage which will increase your spell and melee power.
ID: 43703^6
Strikes your target with three powerful sword attacks and places you in a rage which will increase your spell and melee power.
ID: 43704^6
Adds #1 damage to your level #2 to #3 spells, while increasing your melee damage and melee speed for %z.
ID: 43705^6
Adds #1 damage to your level #2 to #3 spells, while increasing your melee damage and melee speed for %z.
ID: 43706^6
Adds #1 damage to your level #2 to #3 spells, while increasing your melee damage and melee speed for %z.
ID: 43707^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 43708^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 43709^6
Drains your target of life energy, siphoning between #1 and @1 hit points.
ID: 43710^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 43711^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 43712^6
Rips the life from your target, inflicting @1 damage. This life energy will increase your maximum hit points temporarily. The maximum hit points gained will decay over time.
ID: 43713^6
Increases hate generated by #2 percent. Increases maximum hit points by #6.
ID: 43714^6
Increases hate generated by #2 percent. Increases maximum hit points by #6.
ID: 43715^6
Increases hate generated by #2 percent. Increases maximum hit points by #6.
ID: 43716^6
Covers your target in a mass of darkness that steals their armor class and gives it to your group for %z.
ID: 43717^6
Covers your target in a mass of darkness that steals their armor class and gives it to your group for %z.
ID: 43718^6
Covers your target in a mass of darkness that steals their armor class and gives it to your group for %z.
ID: 43719^6
Increases your armor class at the expense of another.
ID: 43720^6
Increases your armor class at the expense of another.
ID: 43721^6
Increases your armor class at the expense of another.
ID: 43737^6
A mystical ring transports you to Tempest Temple.
ID: 43738^6
A mystical circle transports your group to Tempest Temple.
ID: 43739^6
A mystical zephyr transports your target to Tempest Temple
ID: 43740^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 43741^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 43742^6
Hastens your target's natural healing, allowing them to recover hit points faster.
ID: 43743^6
Increases your target's maximum hit points by #8. This bonus will decay over time.
ID: 43744^6
Increases your target's maximum hit points by #8. This bonus will decay over time.
ID: 43745^6
Increases your target's maximum hit points by #8. This bonus will decay over time.
ID: 43746^6
Cleanses your group of minor corruption.
ID: 43747^6
Cleanses your group of minor corruption.
ID: 43748^6
Cleanses your group of minor corruption.
ID: 43749^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to deal additional destructive damage.
ID: 43750^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to deal additional destructive damage.
ID: 43751^6
Strikes a summoned target with a burst of entropy, inflicting #1 damage. The entropy has a #2 percent chance to lower your target's resistances, and a #3 percent chance to deal additional destructive damage.
ID: 43752^6
Deals #1 damage to your target.
ID: 43753^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 43754^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 43755^6
Hastens your group's natural healing, allowing them to recover hit points faster.
ID: 43756^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 43757^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 43758^6
Beckons to the animals or insects of the wild, allowing you to control them.
ID: 43759^6
Calls a torrent of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 43760^6
Calls a torrent of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 43761^6
Calls a torrent of hail from the clouds, causing three waves of #1 damage to all creatures near your target.
ID: 43762^6
The flames of the sun will strike creatures surrounding your target for up to @1 damage.
ID: 43763^6
The flames of the sun will strike creatures surrounding your target for up to @1 damage.
ID: 43764^6
The flames of the sun will strike creatures surrounding your target for up to @1 damage.
ID: 43765^6
A purifying breeze cleanses your group, curing them of poisons, disease, and corruption.
ID: 43766^6
A purifying breeze cleanses your group, curing them of poisons, disease, and corruption.
ID: 43767^6
A purifying breeze cleanses your group, curing them of poisons, disease, and corruption.
ID: 43768^6
Calms the savage spirit of your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 43769^6
Calms the savage spirit of your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 43770^6
Calms the savage spirit of your target, making them less likely to attack. This spell works on creatures up to level @1. This spell only works outdoors.
ID: 43771^6
Causes your target's skin to sprout thorns. This effect will cause #10 damage to any creatures that strike them. There is a chance that the thorns will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 43772^6
Causes your target's skin to sprout thorns. This effect will cause #10 damage to any creatures that strike them. There is a chance that the thorns will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 43773^6
Causes your target's skin to sprout thorns. This effect will cause #10 damage to any creatures that strike them. There is a chance that the thorns will extend due to a wild growth, which will nearly double the damage to attackers.
ID: 43774^6
Causes your target's skin to sprout large spikes and hardened skin. This effect will cause heavy damage to any creatures that strike them.
ID: 43775^6
Fires a sunray at your target for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 43776^6
Fires a sunray at your target for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 43777^6
Fires a sunray at your target for %z, causing between #2 and @2 damage every six seconds as well as lowering their fire resistance and armor class.
ID: 43778^6
Summons a stormborn whirlwind, stunning your target and causing up to @1 damage.
ID: 43779^6
Summons a stormborn whirlwind, stunning your target and causing up to @1 damage.
ID: 43780^6
Summons a stormborn whirlwind, stunning your target and causing up to @1 damage.
ID: 43781^6
Surrounds your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell will also reflect healing upon your target's target.
ID: 43782^6
Surrounds your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell will also reflect healing upon your target's target.
ID: 43783^6
Surrounds your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell will also reflect healing upon your target's target.
ID: 43784^6
Heals your target's target for up to @1 hit points.
ID: 43785^6
Heals your target's target for up to @1 hit points.
ID: 43786^6
Heals your target's target for up to @1 hit points.
ID: 43787^6
Covers your target in a layer of ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z. This spell will reflect a heal on your target's target.
ID: 43788^6
Covers your target in a layer of ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z. This spell will reflect a heal on your target's target.
ID: 43789^6
Covers your target in a layer of ice, lowering their cold resistance and armor class, while also increasing the damage they will take from cold-based spells for %z. This spell will reflect a heal on your target's target.
ID: 43790^6
Heals your target's target for @11 hit points every six seconds for %z.
ID: 43791^6
Heals your target's target for @11 hit points every six seconds for %z.
ID: 43792^6
Heals your target's target for @11 hit points every six seconds for %z.
ID: 43793^6
Surrounds your target in a shield of thorns that causes damage to anything that strikes them for %z.
ID: 43794^6
Surrounds your target in a shield of thorns that causes damage to anything that strikes them for %z.
ID: 43795^6
Surrounds your target in a shield of thorns that causes damage to anything that strikes them for %z.
ID: 43796^6
Hardens the skin of your target, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 43797^6
Hardens the skin of your target, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 43798^6
Hardens the skin of your target, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 43799^6
Mends severe wounds, healing up to @1 damage.
ID: 43800^6
Mends severe wounds, healing up to @1 damage.
ID: 43800^7
Gold Gear
ID: 43801^6
Mends severe wounds, healing up to @1 damage.
ID: 43802^6
A chill strikes all creatures around your target, dealing up to @1 points of damage.
ID: 43803^6
A chill strikes all creatures around your target, dealing up to @1 points of damage.
ID: 43804^6
A chill strikes all creatures around your target, dealing up to @1 points of damage.
ID: 43811^6
Surrounds entities around your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell requires, but does not consume, a Fire Beetle Eye to cast.
ID: 43812^6
Surrounds entities around your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell requires, but does not consume, a Fire Beetle Eye to cast.
ID: 43813^6
Surrounds entities around your target in dancing flames, lowering their attack value, fire resistance, and armor class for %z. This spell requires, but does not consume, a Fire Beetle Eye to cast.
ID: 43814^6
Imbues your target with the promise of a great heal in %z.
ID: 43815^6
Imbues your target with the promise of a great heal in %z.
ID: 43816^6
Imbues your target with the promise of a great heal in %z.
ID: 43817^6
Heals you for #1 hit points.
ID: 43818^6
Heals you for #1 hit points.
ID: 43819^6
Heals you for #1 hit points.
ID: 43820^6
Commands a horde of insects to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 43821^6
Commands a horde of insects to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 43822^6
Commands a horde of insects to relentlessly attack your target, causing between #1 and @1 damage every six seconds for %z.
ID: 43823^6
Surrounds your body in a coat of thorns that increases your armor class and harms those that strike you for %z.
ID: 43824^6
Surrounds your body in a coat of thorns that increases your armor class and harms those that strike you for %z.
ID: 43825^6
Surrounds your body in a coat of thorns that increases your armor class and harms those that strike you for %z.
ID: 43826^6
Surrounds your group in an icy aura, adding bursts of ice to any damaging spells they cast.
ID: 43827^6
Surrounds your group in an icy aura, adding bursts of ice to any damaging spells they cast.
ID: 43828^6
Surrounds your group in an icy aura, adding bursts of ice to any damaging spells they cast.
ID: 43829^6
Adds a burst of ice to damaging spells you cast.
ID: 43830^6
Adds a burst of ice to damaging spells you cast.
ID: 43831^6
Adds a burst of ice to damaging spells you cast.
ID: 43832^6
Freezes your target for @1 damage.
ID: 43833^6
Freezes your target for @1 damage.
ID: 43834^6
Freezes your target for @1 damage.
ID: 43835^6
Burns your target for @1 damage and heals your target's target.
ID: 43836^6
Burns your target for @1 damage and heals your target's target.
ID: 43837^6
Burns your target for @1 damage and heals your target's target.
ID: 43838^6
Heals your target's target for up to @1 hit points.
ID: 43839^6
Heals your target's target for up to @1 hit points.
ID: 43840^6
Heals your target's target for up to @1 hit points.
ID: 43841^6
Unleashes a roaring wind at your target, dealing up to @1 damage and stunning creatures up to level @2.
ID: 43842^6
Unleashes a roaring wind at your target, dealing up to @1 damage and stunning creatures up to level @2.
ID: 43843^6
Unleashes a roaring wind at your target, dealing up to @1 damage and stunning creatures up to level @2.
ID: 43844^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 43845^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 43846^6
Gives your companions the will to survive despite overwhelming odds, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the heal.
ID: 43847^6
Burns your target's skin with winter's radiation, inflicting damage separately from a burning radiation and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 43848^6
Burns your target's skin with winter's radiation, inflicting damage separately from a burning radiation and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 43849^6
Burns your target's skin with winter's radiation, inflicting damage separately from a burning radiation and a chilling frostbite. Enemies find this spell particularly infuriating.
ID: 43850^6
Deals #1 damage to your target.
ID: 43851^6
Deals #1 damage to your target.
ID: 43852^6
Deals #1 damage to your target.
ID: 43853^6
Deals #1 damage to your target.
ID: 43854^6
Deals #1 damage to your target.
ID: 43855^6
Deals #1 damage to your target.
ID: 43856^6
Blankets your target in frost, lowering their attack value and armor class for %z. This spell reflects a heal upon your target's target.
ID: 43857^6
Blankets your target in frost, lowering their attack value and armor class for %z. This spell reflects a heal upon your target's target.
ID: 43858^6
Blankets your target in frost, lowering their attack value and armor class for %z. This spell reflects a heal upon your target's target.
ID: 43859^6
Heals your target's target for up to @1 hit points.
ID: 43860^6
Heals your target's target for up to @1 hit points.
ID: 43861^6
Heals your target's target for up to @1 hit points.
ID: 43862^6
Freezes your target in a moonbeam, dealing between #2 and @2 damage every six seconds, lowering their armor class and resistance to cold, and increasing the amount of damage they take from cold spells for %z.
ID: 43863^6
Freezes your target in a moonbeam, dealing between #2 and @2 damage every six seconds, lowering their armor class and resistance to cold, and increasing the amount of damage they take from cold spells for %z.
ID: 43864^6
Freezes your target in a moonbeam, dealing between #2 and @2 damage every six seconds, lowering their armor class and resistance to cold, and increasing the amount of damage they take from cold spells for %z.
ID: 43865^6
This spell will trigger both Argent Moonbeam and Thornmaw Vines on your target at a slightly increased cost in mana.
ID: 43866^6
This spell will trigger both Argent Moonbeam and Thornmaw Vines on your target at a slightly increased cost in mana.
ID: 43867^6
This spell will trigger both Argent Moonbeam and Thornmaw Vines on your target at a slightly increased cost in mana.
ID: 43868^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 43869^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 43870^6
Causes your target's skin to take on a reptilian appearance. When the target is struck by melee combat the skin will often attempt to heal its wounds. This effect will fade after 72 strikes.
ID: 43871^6
Heals #8 hit points every six seconds.
ID: 43872^6
Heals #8 hit points every six seconds.
ID: 43873^6
Heals #8 hit points every six seconds.
ID: 43874^6
Lowers your target's attack power and armor class for %z.
ID: 43875^6
Lowers your target's attack power and armor class for %z.
ID: 43876^6
Lowers your target's attack power and armor class for %z.
ID: 43877^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 43878^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 43879^6
Mends severe wounds, healing between #1 and @1 damage of your target with a chance to provide a ward of nature that will absorb a portion of incoming damage.
ID: 43880^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 43881^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 43882^6
Absorbs #11 percent of incoming melee damage up to a maximum of @11.
ID: 43883^6
Freezes your target for @1 damage and heals your target's target.
ID: 43884^6
Freezes your target for @1 damage and heals your target's target.
ID: 43885^6
Freezes your target for @1 damage and heals your target's target.
ID: 43886^6
Heals your target's target for up to @1 hit points.
ID: 43887^6
Heals your target's target for up to @1 hit points.
ID: 43888^6
Heals your target's target for up to @1 hit points.
ID: 43889^6
Burns your target's target and grants you a twincast of the next two heals cast.
ID: 43890^6
Burns your target's target and grants you a twincast of the next two heals cast.
ID: 43891^6
Burns your target's target and grants you a twincast of the next two heals cast.
ID: 43892^6
Burns your target's target for up to @1 points of damage.
ID: 43893^6
Burns your target's target for up to @1 points of damage.
ID: 43894^6
Burns your target's target for up to @1 points of damage.
ID: 43895^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 43896^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 43897^6
Burns your target with the heat of the sun, causing between #2 and @2 damage every six seconds for %z.
ID: 43898^6
Ignites your target's skin, doing up to @1 damage.
ID: 43899^6
Ignites your target's skin, doing up to @1 damage.
ID: 43900^6
Ignites your target's skin, doing up to @1 damage.
ID: 43901^6
Surrounds your group in a shield of thorns that causes damage to anything that strikes them for %z.
ID: 43902^6
Surrounds your group in a shield of thorns that causes damage to anything that strikes them for %z.
ID: 43903^6
Surrounds your group in a shield of thorns that causes damage to anything that strikes them for %z.
ID: 43904^6
Hardens the skin of your group, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 43905^6
Hardens the skin of your group, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 43906^6
Hardens the skin of your group, increasing their hit points, mana regeneration, endurance regeneration, and armor class for %z.
ID: 43907^6
Summons gelid crystals, causing @1 damage to your target.
ID: 43908^6
Summons gelid crystals, causing @1 damage to your target.
ID: 43909^6
Summons gelid crystals, causing @1 damage to your target.
ID: 43910^6
Covers your face in the mask of the copsetender for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 43911^6
Covers your face in the mask of the copsetender for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 43912^6
Covers your face in the mask of the copsetender for %z, allowing you improved vision, increased mana regeneration, and the ability to see invisible creatures.
ID: 43913^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 43914^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 43915^6
Bathes your group in the light of the moon, healing up to #1 damage.
ID: 43916^6
Curses your target with a great chill, dealing @1 damage every six seconds for %z. If this effect lasts its full duration, a more damaging frost will form on the target.
ID: 43917^6
Curses your target with a great chill, dealing @1 damage every six seconds for %z. If this effect lasts its full duration, a more damaging frost will form on the target.
ID: 43918^6
Curses your target with a great chill, dealing @1 damage every six seconds for %z. If this effect lasts its full duration, a more damaging frost will form on the target.
ID: 43919^6
Curses your target with frost, dealing @1 damage every six seconds for %z.
ID: 43920^6
Curses your target with frost, dealing @1 damage every six seconds for %z.
ID: 43921^6
Curses your target with frost, dealing @1 damage every six seconds for %z.
ID: 43922^6
Vivifies your target, healing up to #1 damage.
ID: 43923^6
Vivifies your target, healing up to #1 damage.
ID: 43924^6
Vivifies your target, healing up to #1 damage.
ID: 43925^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 43926^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 43927^6
Engulfs your target in a blazing wave of heat, causing #1 damage initially and #2 damage every six seconds for %z.
ID: 43928^6
Casts both Daggerspur Coat and Mask of the Copsetender on yourself.
ID: 43929^6
Casts both Daggerspur Coat and Mask of the Copsetender on yourself.
ID: 43930^6
Casts both Daggerspur Coat and Mask of the Copsetender on yourself.
ID: 43931^6
This spell will trigger both Adrenaline Torrent and Daggerthorn on your target at a slightly increased cost in mana.
ID: 43932^6
This spell will trigger both Adrenaline Torrent and Daggerthorn on your target at a slightly increased cost in mana.
ID: 43933^6
This spell will trigger both Adrenaline Torrent and Daggerthorn on your target at a slightly increased cost in mana.
ID: 43943^6
Strikes your opponent with three flying kicks while making them weaker against additional flying kick attacks.
ID: 43944^6
Strikes your opponent with three flying kicks while making them weaker against additional flying kick attacks.
ID: 43945^6
Strikes your opponent with three flying kicks while making them weaker against additional flying kick attacks.
ID: 43946^6
Weakens you against incoming flying kicks.
ID: 43947^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 43948^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 43949^6
Seeds an illusion in your target's mind, allowing you to distract them for a short period of time. This ability works on creatures up to level @1.
ID: 43950^6
You take the balanced stance of the dragon, adding extra attacks when you strike your target.
ID: 43951^6
You take the balanced stance of the dragon, adding extra attacks when you strike your target.
ID: 43952^6
You take the balanced stance of the dragon, adding extra attacks when you strike your target.
ID: 43953^6
You take the balanced stance of the dragon, adding extra attacks when you strike your target for %z.
ID: 43954^6
You take the balanced stance of the dragon, adding extra attacks when you strike your target for %z.
ID: 43955^6
You take the balanced stance of the dragon, adding extra attacks when you strike your target for %z.
ID: 43956^6
Executes a Dragon Punch attack against your target.
ID: 43957^6
Executes a Dragon Punch attack against your target.
ID: 43958^6
Executes a Dragon Punch attack against your target.
ID: 43959^6
Quickens your reflexes, allowing you to block several attacks if you absorb a very large melee strike.
ID: 43960^6
Quickens your reflexes, allowing you to block several attacks if you absorb a very large melee strike.
ID: 43961^6
Quickens your reflexes, allowing you to block several attacks if you absorb a very large melee strike.
ID: 43962^6
Quickens your reflexes, allowing you to block several attacks if you absorb a melee strike larger than $1 hit points.
ID: 43963^6
Quickens your reflexes, allowing you to block several attacks if you absorb a melee strike larger than $1 hit points.
ID: 43964^6
Quickens your reflexes, allowing you to block several attacks if you absorb a melee strike larger than $1 hit points.
ID: 43965^6
Absorbs up to @6 damage from the next #6 melee or spell strikes that target you.
ID: 43966^6
Absorbs up to @6 damage from the next #6 melee or spell strikes that target you.
ID: 43967^6
Absorbs up to @6 damage from the next #6 melee or spell strikes that target you.
ID: 43968^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 43969^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 43970^6
Distracts your target and those near your target with a phantom sound, leaving them confused for %z. This ability cannot be used while in combat.
ID: 43971^6
Causes you to forget your anger.
ID: 43974^6
You use a special technique to attack your opponent with three successive tiger claw punches.
ID: 43975^6
You use a special technique to attack your opponent with three successive tiger claw punches.
ID: 43976^6
You use a special technique to attack your opponent with three successive tiger claw punches.
ID: 43977^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 43978^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 43979^6
Greatly increases the amount of punishment you can absorb before death, while also increasing your regenerative capabilities while at low health.
ID: 43980^6
Increases negative health limit by #1. Heals you every six seconds. The amount healed will increase if you are at especially low health.
ID: 43981^6
Increases negative health limit by #1. Heals you every six seconds. The amount healed will increase if you are at especially low health.
ID: 43982^6
Increases negative health limit by #1. Heals you every six seconds. The amount healed will increase if you are at especially low health.
ID: 43983^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 43984^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 43985^6
By remaining still and reflecting on your inner peace, you can refresh a portion of your endurance.
ID: 44001^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent and increases their chance to flurry.
ID: 44002^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent and increases their chance to flurry.
ID: 44003^6
Increases the damage of your companions' spells by up to $1 percent. This bonus will decay on spells over level #4. Increases your companions' attack speed by #2 percent and increases their chance to flurry.
ID: 44004^6
A quiet lullaby that causes your target to fall into an enchanted sleep and has a chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 44005^6
A quiet lullaby that causes your target to fall into an enchanted sleep and has a chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 44006^6
A quiet lullaby that causes your target to fall into an enchanted sleep and has a chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 44007^6
Increases your companions' health, mana, and endurance regeneration and increases the yield of their healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 44008^6
Increases your companions' health, mana, and endurance regeneration and increases the yield of their healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 44009^6
Increases your companions' health, mana, and endurance regeneration and increases the yield of their healing spells by $1 percent. This bonus will decay on spells over level #2.
ID: 44010^6
Adds a defensive barrier that can stun attacking creatures.
ID: 44011^6
Adds a defensive barrier that can stun attacking creatures.
ID: 44012^6
Adds a defensive barrier that can stun attacking creatures.
ID: 44013^6
Stuns creatures up to level @4.
ID: 44014^6
Stuns creatures up to level @4.
ID: 44015^6
Stuns creatures up to level @4.
ID: 44016^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 44017^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 44018^6
A plagued chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to disease.
ID: 44019^6
A quiet song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 44020^6
A quiet song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 44021^6
A quiet song that calms the aggressive nature of many monsters. Affects creatures up to level @1.
ID: 44022^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay inside the area of the aura.
ID: 44023^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay inside the area of the aura.
ID: 44024^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay inside the area of the aura.
ID: 44025^6
Regenerates health and mana every six seconds.
ID: 44026^6
Regenerates health and mana every six seconds.
ID: 44027^6
Regenerates health and mana every six seconds.
ID: 44028^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay within earshot of your echo.
ID: 44029^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay within earshot of your echo.
ID: 44030^6
Calls forth a blessing of renewal to regenerate the health and mana of your group, as long as they stay within earshot of your echo.
ID: 44031^6
Regenerates health and mana every six seconds.
ID: 44032^6
Regenerates health and mana every six seconds.
ID: 44033^6
Regenerates health and mana every six seconds.
ID: 44034^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 44035^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 44036^6
This chilling song increases the effectiveness of cold-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 44037^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 44038^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 44039^6
An icy chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to cold.
ID: 44040^6
Words can hurt. These words will do up to #1 damage to your target and push them away slightly.
ID: 44041^6
Words can hurt. These words will do up to #1 damage to your target and push them away slightly.
ID: 44042^6
Words can hurt. These words will do up to #1 damage to your target and push them away slightly.
ID: 44043^6
Lowers the recast time of your companions' beneficial spells and reduces the hatred generated by such actions. This will benefit spells that are at least level #5 and up to level #8.
ID: 44044^6
Lowers the recast time of your companions' beneficial spells and reduces the hatred generated by such actions. This will benefit spells that are at least level #5 and up to level #8.
ID: 44045^6
Lowers the recast time of your companions' beneficial spells and reduces the hatred generated by such actions. This will benefit spells that are at least level #5 and up to level #8.
ID: 44046^6
Calls forth a renewing blessing to regenerate the health and mana of nearby allies.
ID: 44047^6
Calls forth a renewing blessing to regenerate the health and mana of nearby allies.
ID: 44048^6
Calls forth a renewing blessing to regenerate the health and mana of nearby allies.
ID: 44049^6
This psalm increases the effectiveness of fire and magic damage over time spells cast by members of your group. The song improves spells that are between level #3 and level #4.
ID: 44050^6
This psalm increases the effectiveness of fire and magic damage over time spells cast by members of your group. The song improves spells that are between level #3 and level #4.
ID: 44051^6
This psalm increases the effectiveness of fire and magic damage over time spells cast by members of your group. The song improves spells that are between level #3 and level #4.
ID: 44052^6
Increases your group's chance to have critical heals and heals over time by #1 percent. This effectiveness will decay on spells above level @1.
ID: 44053^6
Increases your group's chance to have critical heals and heals over time by #1 percent. This effectiveness will decay on spells above level @1.
ID: 44054^6
Increases your group's chance to have critical heals and heals over time by #1 percent. This effectiveness will decay on spells above level @1.
ID: 44055^6
This energizing aria increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 44056^6
This energizing aria increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 44057^6
This energizing aria increases the effectiveness of fire-based direct damage spells cast by members of your group. The song improves spells that are at least level #3, up to level #4.
ID: 44058^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 44059^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 44060^6
An envenomed chant that causes between #1 and @1 damage every six seconds to an enemy and makes them more vulnerable to poison.
ID: 44061^6
When this song builds to a crescendo it awakens the senses of your group members, restoring their health, mana, and endurance.
ID: 44062^6
When this song builds to a crescendo it awakens the senses of your group members, restoring their health, mana, and endurance.
ID: 44063^6
When this song builds to a crescendo it awakens the senses of your group members, restoring their health, mana, and endurance.
ID: 44064^6
Restores #1 hit points, #2 mana, and #3 endurance.
ID: 44065^6
Restores #1 hit points, #2 mana, and #3 endurance.
ID: 44066^6
Restores #1 hit points, #2 mana, and #3 endurance.
ID: 44067^6
Grants your companions the ability to add a magical strike to their melee attacks. These strikes will generate less hatred than normal.
ID: 44068^6
Grants your companions the ability to add a magical strike to their melee attacks. These strikes will generate less hatred than normal.
ID: 44069^6
Grants your companions the ability to add a magical strike to their melee attacks. These strikes will generate less hatred than normal.
ID: 44070^6
Strikes your opponent with suffering, doing up to @1 points of damage.
ID: 44071^6
Strikes your opponent with suffering, doing up to @1 points of damage.
ID: 44072^6
Strikes your opponent with suffering, doing up to @1 points of damage.
ID: 44073^6
This song causes your target to fall into an enchanted sleep and has a #2 percent chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 44074^6
This song causes your target to fall into an enchanted sleep and has a #2 percent chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 44075^6
This song causes your target to fall into an enchanted sleep and has a #2 percent chance to cause them to forget their enemies. Affects creatures up to level @1.
ID: 44076^6
A bewitching melody that charms the target, allowing you to command it. Affects creatures up to level @1.
ID: 44077^6
A bewitching melody that charms the target, allowing you to command it. Affects creatures up to level @1.
ID: 44078^6
A bewitching melody that charms the target, allowing you to command it. Affects creatures up to level @1.
ID: 44079^6
The war march inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, damaging attackers by up to @4, and adding damage to their attacks.
ID: 44080^6
The war march inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, damaging attackers by up to @4, and adding damage to their attacks.
ID: 44081^6
The war march inspires your companions, increasing attack speed to #1 percent, strength by up to @2, attack rating by up to @3, damaging attackers by up to @4, and adding damage to their attacks.
ID: 44082^6
Fuels the destructive power of your group members, applying an additional damage effect to their attacks and every damaging spell they cast.
ID: 44083^6
Fuels the destructive power of your group members, applying an additional damage effect to their attacks and every damaging spell they cast.
ID: 44084^6
Fuels the destructive power of your group members, applying an additional damage effect to their attacks and every damaging spell they cast.
ID: 44085^6
Deals #1 damage to your target.
ID: 44086^6
Deals #1 damage to your target.
ID: 44087^6
Deals #1 damage to your target.
ID: 44088^6
Deals #1 damage to your target.
ID: 44089^6
Deals #1 damage to your target.
ID: 44090^6
Deals #1 damage to your target.
ID: 44091^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay inside the area of the aura.
ID: 44092^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay inside the area of the aura.
ID: 44093^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay inside the area of the aura.
ID: 44094^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This aura also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 44095^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This aura also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 44096^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This aura also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 44097^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay within earshot of your echo.
ID: 44098^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay within earshot of your echo.
ID: 44099^6
Increases your companions' attack speed, spell damage, attack rate, and chance to flurry as long as they stay within earshot of your echo.
ID: 44100^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This echo also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 44101^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This echo also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 44102^6
Increases the damage of your companions' spells by $1 percent. This bonus will decay on spells over level #4. This echo also increases your companions' attack speed, their chance to triple attack, and the chance for they and their companions to flurry.
ID: 44103^6
This song will increase your companions' armor class and give their attacks the chance to strike an infuriating magical blow.
ID: 44104^6
This song will increase your companions' armor class and give their attacks the chance to strike an infuriating magical blow.
ID: 44105^6
This song will increase your companions' armor class and give their attacks the chance to strike an infuriating magical blow.
ID: 44106^6
Strikes your opponent, dealing #1 damage and infuriating them.
ID: 44107^6
Strikes your opponent, dealing #1 damage and infuriating them.
ID: 44108^6
Strikes your opponent, dealing #1 damage and infuriating them.
ID: 44109^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 44110^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 44111^6
A fiery chant that causes @1 damage every six seconds to an enemy and makes them more vulnerable to fire.
ID: 44112^6
Causes up to six nearby enemies to fall into an enchanted sleep for up to %z.
ID: 44113^6
Causes up to six nearby enemies to fall into an enchanted sleep for up to %z.
ID: 44114^6
Causes up to six nearby enemies to fall into an enchanted sleep for up to %z.
ID: 44124^6
Strikes an unsuspecting opponent with a focused blow, stunning them. This will only work on targets up to level @1.
ID: 44125^6
Strikes an unsuspecting opponent with a focused blow, stunning them. This will only work on targets up to level @1.
ID: 44126^6
Strikes an unsuspecting opponent with a focused blow, stunning them. This will only work on targets up to level @1.
ID: 44127^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 44128^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 44129^6
You throw flash powder into the face of your target, rendering them momentarily helpless. This will only work on targets up to level @3.
ID: 44130^6
Makes your target a gullible mark, stunning them and increasing the damage they take from piercing weapons. This will only work on targets up to level @1.
ID: 44131^6
Makes your target a gullible mark, stunning them and increasing the damage they take from piercing weapons. This will only work on targets up to level @1.
ID: 44132^6
Makes your target a gullible mark, stunning them and increasing the damage they take from piercing weapons. This will only work on targets up to level @1.
ID: 44133^6
Increases incoming piercing damage by #12 percent for %z.
ID: 44134^6
Increases incoming piercing damage by #12 percent for %z.
ID: 44135^6
Increases incoming piercing damage by #12 percent for %z.
ID: 44136^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. This will generate less hatred than normal attacks.
ID: 44137^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. This will generate less hatred than normal attacks.
ID: 44138^6
Strikes an unsuspecting opponent with a bloodletting slice, causing #1 damage every six seconds for %z. This will generate less hatred than normal attacks.
ID: 44139^6
Applies a poison to your blades, allowing a chance for your melee attacks to deal extra damage for a short time.
ID: 44140^6
Applies a poison to your blades, allowing a chance for your melee attacks to deal extra damage for a short time.
ID: 44141^6
Applies a poison to your blades, allowing a chance for your melee attacks to deal extra damage for a short time.
ID: 44142^6
Applies a poison to your blades, allowing a chance for up to 16 melee attacks to deal extra damage for %z.
ID: 44143^6
Applies a poison to your blades, allowing a chance for up to 16 melee attacks to deal extra damage for %z.
ID: 44144^6
Applies a poison to your blades, allowing a chance for up to 16 melee attacks to deal extra damage for %z.
ID: 44145^6
Deals #1 points of poison damage to your target.
ID: 44146^6
Deals #1 points of poison damage to your target.
ID: 44147^6
Deals #1 points of poison damage to your target.
ID: 44148^6
Hurls a magical dagger at the target.
ID: 44149^6
Hurls a magical dagger at the target.
ID: 44150^6
Hurls a magical dagger at the target.
ID: 44151^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 44152^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 44153^6
Slices open the skin of your target, causing #1 damage every six seconds for %z.
ID: 44154^6
Tricks your target, reducing its hatred for you and increasing hatred its current foe generates.
ID: 44155^6
Tricks your target, reducing its hatred for you and increasing hatred its current foe generates.
ID: 44156^6
Tricks your target, reducing its hatred for you and increasing hatred its current foe generates.
ID: 44157^6
Causes your actions to generate #4 percent more hatred for %z.
ID: 44158^6
Causes your actions to generate #4 percent more hatred for %z.
ID: 44159^6
Causes your actions to generate #4 percent more hatred for %z.
ID: 44160^6
You arm yourself with a hidden blade that adds extra strikes to your normal melee attacks.
ID: 44161^6
You arm yourself with a hidden blade that adds extra strikes to your normal melee attacks.
ID: 44162^6
You arm yourself with a hidden blade that adds extra strikes to your normal melee attacks.
ID: 44163^6
Adds three extra bladed strikes to many of your melee attacks.
ID: 44164^6
Adds three extra bladed strikes to many of your melee attacks.
ID: 44165^6
Adds three extra bladed strikes to many of your melee attacks.
ID: 44166^6
Strikes your target with three piercing attacks. Has a small chance to replace your extra blade.
ID: 44167^6
Strikes your target with three piercing attacks. Has a small chance to replace your extra blade.
ID: 44168^6
Strikes your target with three piercing attacks. Has a small chance to replace your extra blade.
ID: 44169^6
Adds #1 damage to your poisons and increases the rate at which your weapon's innate spells fire for %z.
ID: 44170^6
Adds #1 damage to your poisons and increases the rate at which your weapon's innate spells fire for %z.
ID: 44171^6
Adds #1 damage to your poisons and increases the rate at which your weapon's innate spells fire for %z.
ID: 44172^6
A staggering assault that strikes your foe for #1 damage and increases the damage you do with melee weapons for a short time.
ID: 44173^6
A staggering assault that strikes your foe for #1 damage and increases the damage you do with melee weapons for a short time.
ID: 44174^6
A staggering assault that strikes your foe for #1 damage and increases the damage you do with melee weapons for a short time.
ID: 44175^6
Increases the amount of melee damage you do for a short time.
ID: 44176^6
Increases the amount of melee damage you do for a short time.
ID: 44177^6
Increases the amount of melee damage you do for a short time.
ID: 44178^6
You take careful aim at your opponent, causing your next backstab or double backstab to never miss and cause greater damage. You may only prepare for a sneak attack after being hidden.
ID: 44179^6
You take careful aim at your opponent, causing your next backstab or double backstab to never miss and cause greater damage. You may only prepare for a sneak attack after being hidden.
ID: 44180^6
You take careful aim at your opponent, causing your next backstab or double backstab to never miss and cause greater damage. You may only prepare for a sneak attack after being hidden.
ID: 44181^6
Befuddles your target, giving an opportunity to sneak away.
ID: 44182^6
Befuddles your target, giving an opportunity to sneak away.
ID: 44183^6
Befuddles your target, giving an opportunity to sneak away.
ID: 44184^6
Hides you and increases your movement speed.
ID: 44185^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 44186^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 44187^6
Places a smoke screen trap at your location. When triggered, this trap can cause nearby creatures to lose track of their enemies.
ID: 44188^6
Mesmerization.
ID: 44189^6
Mesmerization.
ID: 44190^6
Mesmerization.
ID: 44200^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 44201^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 44202^6
Decreases your target's resistance to cold, fire, magic, and poison, while also increasing the damage they will take from magic-based spells for %z.
ID: 44203^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 44204^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 44205^6
Sickens your target with a fever, causing between #2 and @2 damage every six seconds for %z.
ID: 44206^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 44207^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 44208^6
Strikes your target with a deadly spear of venom, causing between #1 and @1 damage.
ID: 44209^6
Fills your group with the power of the leopard, granting their melee attacks a chance to cause extra damage.
ID: 44210^6
Fills your group with the power of the leopard, granting their melee attacks a chance to cause extra damage.
ID: 44211^6
Fills your group with the power of the leopard, granting their melee attacks a chance to cause extra damage.
ID: 44212^6
Deals #1 damage to your target.
ID: 44213^6
Deals #1 damage to your target.
ID: 44214^6
Deals #1 damage to your target.
ID: 44215^6
Fills your target with Preeminent Foresight, Mammoth's Force, Doomscale Focusing, and Spirit of Dedication. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 44216^6
Fills your target with Preeminent Foresight, Mammoth's Force, Doomscale Focusing, and Spirit of Dedication. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 44217^6
Fills your target with Preeminent Foresight, Mammoth's Force, Doomscale Focusing, and Spirit of Dedication. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 44218^6
Fills your target with the power of the mammoth, increasing their attack rating by #3 and the damage they are capable of for %z.
ID: 44219^6
Fills your target with a preeminent foresight, increasing their ability to avoid being hit for %z.
ID: 44220^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 44221^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 44222^6
Focuses your target's spiritual energy, granting increased hit points, strength, and dexterity for %z.
ID: 44223^6
Fills your target with powerful spirits, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 44224^6
Fills your target with powerful spirits, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 44225^6
Fills your target with powerful spirits, increasing their stamina by #1 and their maximum endurance by #2 for %z.
ID: 44226^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after firing 240 times.
ID: 44227^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after firing 240 times.
ID: 44228^6
Calls forth a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed. When the spirit intervenes, there is a chance it will also heal the target. This effect will fade after firing 240 times.
ID: 44229^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 44230^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 44231^6
Summons a protective spirit to guard your target for %z. The spirit can intervene when a creature strikes your target, lowering the creature's attack speed.
ID: 44232^6
Provides a #1 percent chance to cast a healing spell.
ID: 44233^6
Provides a #1 percent chance to cast a healing spell.
ID: 44234^6
Provides a #1 percent chance to cast a healing spell.
ID: 44235^6
Heals #2 hit points every six seconds.
ID: 44236^6
Calls a spirit to watch over your group, healing #1 points of damage and calling forth future waves of healing.
ID: 44237^6
Calls a spirit to watch over your group, healing #1 points of damage and calling forth future waves of healing.
ID: 44238^6
Calls a spirit to watch over your group, healing #1 points of damage and calling forth future waves of healing.
ID: 44239^6
Calls forth a future wave of healing.
ID: 44240^6
Calls forth a future wave of healing.
ID: 44241^6
Calls forth a future wave of healing.
ID: 44242^6
Heals you and calls forth a future wave of healing.
ID: 44243^6
Heals you and calls forth a future wave of healing.
ID: 44244^6
Heals you and calls forth a future wave of healing.
ID: 44245^6
Heals you and calls forth a future wave of healing.
ID: 44246^6
Heals you and calls forth a future wave of healing.
ID: 44247^6
Heals you and calls forth a future wave of healing.
ID: 44248^6
Heals you for #1 points of damage.
ID: 44249^6
Heals you for #1 points of damage.
ID: 44250^6
Heals you for #1 points of damage.
ID: 44251^6
Deals #2 points of damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 44252^6
Deals #2 points of damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 44253^6
Deals #2 points of damage every six seconds for %z. This spell will deal less damage to exceptionally strong targets.
ID: 44254^6
Inflicts a disease on your target, dealing @1 damage every six seconds for %z. If the disease runs its full course, it will trigger a stronger disease effect.
ID: 44255^6
Inflicts a disease on your target, dealing @1 damage every six seconds for %z. If the disease runs its full course, it will trigger a stronger disease effect.
ID: 44256^6
Inflicts a disease on your target, dealing @1 damage every six seconds for %z. If the disease runs its full course, it will trigger a stronger disease effect.
ID: 44257^6
Inflicts a strong disease on your target, dealing @1 damage every six seconds for %z.
ID: 44258^6
Inflicts a strong disease on your target, dealing @1 damage every six seconds for %z.
ID: 44259^6
Inflicts a strong disease on your target, dealing @1 damage every six seconds for %z.
ID: 44260^6
Summons mystical power, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 44261^6
Summons mystical power, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 44262^6
Summons mystical power, slowing nearby opponents and absorbing a portion of melee damage done to you for a short time.
ID: 44263^6
Absorbs #1 percent of incoming melee damage, up to a maximum of @1.
ID: 44264^6
Absorbs #1 percent of incoming melee damage, up to a maximum of @1.
ID: 44265^6
Absorbs #1 percent of incoming melee damage, up to a maximum of @1.
ID: 44266^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 44267^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 44268^6
Summons a companion from the spirit world in the form of a great wolf.
ID: 44269^6
Slows the target and places a heal-over-time on the target's target.
ID: 44270^6
Slows the target and places a heal-over-time on the target's target.
ID: 44271^6
Slows the target and places a heal-over-time on the target's target.
ID: 44272^6
Slows your target.
ID: 44273^6
Heals your target's target for #2 hit points every six seconds for %z.
ID: 44274^6
Heals your target's target for #2 hit points every six seconds for %z.
ID: 44275^6
Heals your target's target for #2 hit points every six seconds for %z.
ID: 44276^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 44277^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 44278^6
Channels your spirit's energy to refresh your mind, trading hit points for mana.
ID: 44279^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 44280^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 44281^6
Calls upon the spirits of your ancestors, rescuing group members that are in danger of death with a large heal. The lower the health of your companions, the more they will benefit from the intervention.
ID: 44282^6
Afflicts your target with a poisonous bite, causing up to @1 damage.
ID: 44283^6
Afflicts your target with a poisonous bite, causing up to @1 damage.
ID: 44284^6
Afflicts your target with a poisonous bite, causing up to @1 damage.
ID: 44285^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 44286^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 44287^6
Places your target into a state of serenity, healing #1 hit points every six seconds for %z.
ID: 44288^6
Inflicts your target with a debilitating disease, lowering their disease resistance and dealing #2 damage every six seconds for %z.
ID: 44289^6
Inflicts your target with a debilitating disease, lowering their disease resistance and dealing #2 damage every six seconds for %z.
ID: 44290^6
Inflicts your target with a debilitating disease, lowering their disease resistance and dealing #2 damage every six seconds for %z.
ID: 44291^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 44292^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 44293^6
Mends your target's wounds with a healing touch, restoring up to @1 damage.
ID: 44294^6
This spell will trigger both Livio's Affliction and Malosenete on your target at a slightly increased cost in mana.
ID: 44295^6
This spell will trigger both Livio's Affliction and Malosenete on your target at a slightly increased cost in mana.
ID: 44296^6
This spell will trigger both Livio's Affliction and Malosenete on your target at a slightly increased cost in mana.
ID: 44297^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 44298^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 44299^6
Inflicts an ancient curse upon your target, causing #2 damage every six seconds for %z.
ID: 44300^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 44301^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 44302^6
Creates an avalanche of ice, causing between #1 and @1 damage to your target.
ID: 44303^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. If this venom runs its full course, it will trigger an even stronger venom.
ID: 44304^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. If this venom runs its full course, it will trigger an even stronger venom.
ID: 44305^6
Fills your target's veins with venom, causing #2 damage every six seconds for %z. If this venom runs its full course, it will trigger an even stronger venom.
ID: 44306^6
Fills your target's veins with a fast-acting venom, causing #1 damage every six seconds for %z.
ID: 44307^6
Fills your target's veins with a fast-acting venom, causing #1 damage every six seconds for %z.
ID: 44308^6
Fills your target's veins with a fast-acting venom, causing #1 damage every six seconds for %z.
ID: 44309^6
Fills your target's veins with a fast-acting venom, causing #2 damage every six seconds for %z. This venom will do less damage to exceptionally strong targets.
ID: 44310^6
Fills your target's veins with a fast-acting venom, causing #2 damage every six seconds for %z. This venom will do less damage to exceptionally strong targets.
ID: 44311^6
Fills your target's veins with a fast-acting venom, causing #2 damage every six seconds for %z. This venom will do less damage to exceptionally strong targets.
ID: 44312^6
Channels the blood of Sanera to cure your group of poison, disease, curses, and corruption.
ID: 44313^6
Channels the blood of Sanera to cure your group of poison, disease, curses, and corruption.
ID: 44314^6
Channels the blood of Sanera to cure your group of poison, disease, curses, and corruption.
ID: 44315^6
Hits your target's target with a searing frost, and grants the caster a healing twincast.
ID: 44316^6
Hits your target's target with a searing frost, and grants the caster a healing twincast.
ID: 44317^6
Hits your target's target with a searing frost, and grants the caster a healing twincast.
ID: 44318^6
By calling to a mystical wolf pack, your detrimental damaging spells will have a chance to summon a pack of wolves that will attack your target. These wolves will consume mana when they appear.
ID: 44319^6
By calling to a mystical wolf pack, your detrimental damaging spells will have a chance to summon a pack of wolves that will attack your target. These wolves will consume mana when they appear.
ID: 44320^6
By calling to a mystical wolf pack, your detrimental damaging spells will have a chance to summon a pack of wolves that will attack your target. These wolves will consume mana when they appear.
ID: 44321^6
Summons #1 wolves to attack your pet for @1 seconds each.
ID: 44322^6
Summons #1 wolves to attack your pet for @1 seconds each.
ID: 44323^6
Summons #1 wolves to attack your pet for @1 seconds each.
ID: 44324^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 44325^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 44326^6
Calls forth ancient spirits of renewal that will heal your group by #1 every six seconds for %z.
ID: 44327^6
Channels your spirit's energy to heal your target for up to @1, damaging yourself in the process.
ID: 44328^6
Channels your spirit's energy to heal your target for up to @1, damaging yourself in the process.
ID: 44329^6
Channels your spirit's energy to heal your target for up to @1, damaging yourself in the process.
ID: 44330^6
Drains up to @1 of your own health in order to heal another.
ID: 44331^6
Drains up to @1 of your own health in order to heal another.
ID: 44332^6
Drains up to @1 of your own health in order to heal another.
ID: 44333^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 44334^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 44335^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 44336^6
Fills your group with Preeminent Foresight, Mammoth's Force, Doomscale Focusing, and Spirit of Dedication. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 44337^6
Fills your group with Preeminent Foresight, Mammoth's Force, Doomscale Focusing, and Spirit of Dedication. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 44338^6
Fills your group with Preeminent Foresight, Mammoth's Force, Doomscale Focusing, and Spirit of Dedication. These effects will improve their avoidance, melee damage, maximum hit points, strength, dexterity, stamina and maximum endurance.
ID: 44339^6
Protects you with a spiritual ward that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 44340^6
Protects you with a spiritual ward that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 44341^6
Protects you with a spiritual ward that will prevent #1 percent damage up to a maximum of @1. When this effect breaks, it will heal you over time.
ID: 44342^6
Heals #1 hit points every six seconds.
ID: 44343^6
Heals #1 hit points every six seconds.
ID: 44344^6
Heals #1 hit points every six seconds.
ID: 44345^6
Curses your target, dealing up to @2 points of damage every six seconds for %z.
ID: 44346^6
Curses your target, dealing up to @2 points of damage every six seconds for %z.
ID: 44347^6
Curses your target, dealing up to @2 points of damage every six seconds for %z.
ID: 44357^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 44358^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 44359^6
Surrounds you with a shield of arcane power, increasing your hit points, armor class, and magic resistance.
ID: 44360^6
Absorbs #1 percent of any magical attack that would take more than $1 hit points, or #2 percent of any melee strike that would take more than $2 hit points. Fades after absorbing @1 points of magical damage or @2 points of melee damage.
ID: 44361^6
Absorbs #1 percent of any magical attack that would take more than $1 hit points, or #2 percent of any melee strike that would take more than $2 hit points. Fades after absorbing @1 points of magical damage or @2 points of melee damage.
ID: 44362^6
Absorbs #1 percent of any magical attack that would take more than $1 hit points, or #2 percent of any melee strike that would take more than $2 hit points. Fades after absorbing @1 points of magical damage or @2 points of melee damage.
ID: 44363^6
Protects your pet with a shield that absorbs up to @1 damage from the next #1 melee strikes or direct damage spells before dissipating.
ID: 44364^6
Protects your pet with a shield that absorbs up to @1 damage from the next #1 melee strikes or direct damage spells before dissipating.
ID: 44365^6
Protects your pet with a shield that absorbs up to @1 damage from the next #1 melee strikes or direct damage spells before dissipating.
ID: 44366^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 44367^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 44368^6
Strikes your target with a jet of poison, causing between #1 and @1 damage. If you slay your target with this spell, there is a chance that an essence emerald will be drawn from its soul.
ID: 44369^6
Drains your target of life energy, siphoning up to @1 hit points.
ID: 44370^6
Drains your target of life energy, siphoning up to @1 hit points.
ID: 44371^6
Drains your target of life energy, siphoning up to @1 hit points.
ID: 44372^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 44373^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 44374^6
Sickens your target with a dark plague, causing between #2 and @2 damage every six seconds for %z.
ID: 44375^6
Causes your target's heartbeat to become irregular, lowering their strength and armor class, and doing between #4 and @4 damage every 6 seconds for %z.
ID: 44376^6
Causes your target's heartbeat to become irregular, lowering their strength and armor class, and doing between #4 and @4 damage every 6 seconds for %z.
ID: 44377^6
Causes your target's heartbeat to become irregular, lowering their strength and armor class, and doing between #4 and @4 damage every 6 seconds for %z.
ID: 44378^6
Fills your target's blood with a fast-acting poison, causing #1 damage every six seconds for %z. This poison will be less effective against particularly strong targets.
ID: 44379^6
Fills your target's blood with a fast-acting poison, causing #1 damage every six seconds for %z. This poison will be less effective against particularly strong targets.
ID: 44380^6
Fills your target's blood with a fast-acting poison, causing #1 damage every six seconds for %z. This poison will be less effective against particularly strong targets.
ID: 44381^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 44382^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 44383^6
Drains the life from your target, doing @3 damage every six seconds for %z. Much of the life-force taken is used to heal your wounds.
ID: 44384^6
Infuses a corpse with a spirit of torment that will do your bidding. Consumes bone chips when cast.
ID: 44385^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 44386^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 44387^6
Inflicts a dark curse upon your target, causing #2 damage every six seconds for %z.
ID: 44388^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 44389^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 44390^6
Fills your target with corruption, causing #1 damage every six seconds for %z. This spell inflicts an additional #2 damage to plants.
ID: 44391^6
Inflicts a swift curse upon your target, causing #1 damage every six seconds for %z. This curse will be less effective against particularly strong targets.
ID: 44392^6
Inflicts a swift curse upon your target, causing #1 damage every six seconds for %z. This curse will be less effective against particularly strong targets.
ID: 44393^6
Inflicts a swift curse upon your target, causing #1 damage every six seconds for %z. This curse will be less effective against particularly strong targets.
ID: 44394^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 44395^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 44396^6
Intensifies the power of your undead servant, increasing their strength, armor class, and attack speed.
ID: 44397^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 44398^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 44399^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 44400^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 44401^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 44402^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 44403^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 44404^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 44405^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed and trigger an additional shield.
ID: 44406^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed.
ID: 44407^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed.
ID: 44408^6
Prevents up to @2 points of incoming damage to your minion. When this effect wears off, your minion will be healed.
ID: 44409^6
Heals up to @1 points of damage.
ID: 44410^6
Heals up to @1 points of damage.
ID: 44411^6
Heals up to @1 points of damage.
ID: 44412^6
Changes the caster into an undead being for a short time, granting them the chance to drain life from their target when casting damaging spells.
ID: 44413^6
Changes the caster into an undead being for a short time, granting them the chance to drain life from their target when casting damaging spells.
ID: 44414^6
Changes the caster into an undead being for a short time, granting them the chance to drain life from their target when casting damaging spells.
ID: 44415^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 44416^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 44417^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 44418^6
Inflicts your target with chaotic corruption, applying Scent of Nightfall and either Liquefaction or Pyre of the Lost. There is a small chance that both effects will be triggered.
ID: 44419^6
Inflicts your target with chaotic corruption, applying Scent of Nightfall and either Liquefaction or Pyre of the Lost. There is a small chance that both effects will be triggered.
ID: 44420^6
Inflicts your target with chaotic corruption, applying Scent of Nightfall and either Liquefaction or Pyre of the Lost. There is a small chance that both effects will be triggered.
ID: 44421^6
Has a #1 percent chance to inflict Liquefaction and a #2 percent chance to inflict Pyre of the Lost on your target. There is a #3 percent chance that both effect will be applied.
ID: 44422^6
Has a #1 percent chance to inflict Liquefaction and a #2 percent chance to inflict Pyre of the Lost on your target. There is a #3 percent chance that both effect will be applied.
ID: 44423^6
Has a #1 percent chance to inflict Liquefaction and a #2 percent chance to inflict Pyre of the Lost on your target. There is a #3 percent chance that both effect will be applied.
ID: 44424^6
Inflicts both Liquefaction and Pyre of the Lost on your target.
ID: 44425^6
Inflicts both Liquefaction and Pyre of the Lost on your target.
ID: 44426^6
Inflicts both Liquefaction and Pyre of the Lost on your target.
ID: 44427^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1.
ID: 44428^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1.
ID: 44429^6
Fills your target with unholy terror, preventing them from moving, and possibly causing them to forget about their enemies. This spell works on opponents up to level @1.
ID: 44430^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 44431^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 44432^6
Restores an undead servant, healing between #1 and @1 hit points and curing them of diseases, poisons, curses, and corruption.
ID: 44433^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 44434^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 44435^6
Covers you in a magical skin that absorbs #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 44436^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to level @1.
ID: 44437^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to level @1.
ID: 44438^6
Stops an undead creature in their tracks, denying any action for up to %z. This spell works on creatures up to level @1.
ID: 44439^6
Ignites your target in a flashblaze, dealing @1 damage every six seconds for %z. The fires will be less effective on particularly strong targets.
ID: 44440^6
Ignites your target in a flashblaze, dealing @1 damage every six seconds for %z. The fires will be less effective on particularly strong targets.
ID: 44441^6
Ignites your target in a flashblaze, dealing @1 damage every six seconds for %z. The fires will be less effective on particularly strong targets.
ID: 44442^6
Immolates your target in a blazing pyre causing #1 damage every six seconds for %z.
ID: 44443^6
Immolates your target in a blazing pyre causing #1 damage every six seconds for %z.
ID: 44444^6
Immolates your target in a blazing pyre causing #1 damage every six seconds for %z.
ID: 44445^6
Drains your target of life energy, siphoning up to @1 hit points. Has a #3 percent chance to create a soulstone in the process.
ID: 44446^6
Drains your target of life energy, siphoning up to @1 hit points. Has a #3 percent chance to create a soulstone in the process.
ID: 44447^6
Drains your target of life energy, siphoning up to @1 hit points. Has a #3 percent chance to create a soulstone in the process.
ID: 44448^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 44449^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 44450^6
Fills your target's blood with poison, causing #2 damage every six seconds for %z.
ID: 44451^6
You see the world from within shadow, slowly draining your hit points while regenerating your mana.
ID: 44452^6
You see the world from within shadow, slowly draining your hit points while regenerating your mana.
ID: 44453^6
You see the world from within shadow, slowly draining your hit points while regenerating your mana.
ID: 44454^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 44455^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 44456^6
Fills your target's blood with fire, causing #1 damage every six seconds for %z.
ID: 44457^6
Inflicts your target with a fast-acting disease, causing @2 damage every six seconds for %z. This disease will be less powerful against extremely strong opponents.
ID: 44458^6
Inflicts your target with a fast-acting disease, causing @2 damage every six seconds for %z. This disease will be less powerful against extremely strong opponents.
ID: 44459^6
Inflicts your target with a fast-acting disease, causing @2 damage every six seconds for %z. This disease will be less powerful against extremely strong opponents.
ID: 44460^6
Summons darkness to bind your target's feet, decreasing their movement rate and doing up to @1 damage every six seconds for %z.
ID: 44461^6
Summons darkness to bind your target's feet, decreasing their movement rate and doing up to @1 damage every six seconds for %z.
ID: 44462^6
Summons darkness to bind your target's feet, decreasing their movement rate and doing up to @1 damage every six seconds for %z.
ID: 44463^6
Inflicts #2 damage every six seconds. Drains up to #1 mana from your target every six seconds. For each point of mana drained, the target will take damage.
ID: 44464^6
Inflicts #2 damage every six seconds. Drains up to #1 mana from your target every six seconds. For each point of mana drained, the target will take damage.
ID: 44465^6
Inflicts #2 damage every six seconds. Drains up to #1 mana from your target every six seconds. For each point of mana drained, the target will take damage.
ID: 44466^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 44467^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 44468^6
Steals up to #3 mana from your target, using it to restore your groupmates' mana.
ID: 44469^6
Increases mana by #7 every six seconds.
ID: 44470^6
Increases mana by #7 every six seconds.
ID: 44471^6
Increases mana by #7 every six seconds.
ID: 44472^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 44473^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 44474^6
Commands an undead creature to do your bidding, temporarily bending them to your will. This spell works on creatures up to @1.
ID: 44475^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 44476^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 44477^6
Fills your target's veins with venom. This venom will inflict up to @2 damage every six seconds for %z. The damage inflicted by the venom will decay over time.
ID: 44478^6
Calls a short-lived group of skeleton minions to fight for the caster.
ID: 44479^6
Calls a short-lived group of skeleton minions to fight for the caster.
ID: 44480^6
Calls a short-lived group of skeleton minions to fight for the caster.
ID: 44481^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 44482^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 44483^6
Afflicts your target with a hungry toxin, causing @1 damage. Has a chance of bestowing a temporary damage increase or damage decrease to your damage over time spells.
ID: 44484^6
Has a #1 percent chance to trigger Chaotic Power and a #2 percent chance to trigger Chaotic Power.
ID: 44485^6
Increases the damage of duration damage spells by between #1 and $1 percent. This bonus will decay on spells over level #2.
ID: 44486^6
Decreases the damage of duration damage spells by up to #1 percent.
ID: 44487^6
Gives your minion the ability to drain life via its melee attacks for a short period of time. When the effect fades your minion will sometimes provide you with an Essence Emerald.
ID: 44488^6
Gives your minion the ability to drain life via its melee attacks for a short period of time. When the effect fades your minion will sometimes provide you with an Essence Emerald.
ID: 44489^6
Gives your minion the ability to drain life via its melee attacks for a short period of time. When the effect fades your minion will sometimes provide you with an Essence Emerald.
ID: 44490^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 44491^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 44492^6
Drains the life from your target, doing #1 damage and healing yourself.
ID: 44493^6
Corrupts your target, draining #3 hit points every six seconds for %z and healing yourself. This drain will be less powerful against extremely strong opponents.
ID: 44494^6
Corrupts your target, draining #3 hit points every six seconds for %z and healing yourself. This drain will be less powerful against extremely strong opponents.
ID: 44495^6
Corrupts your target, draining #3 hit points every six seconds for %z and healing yourself. This drain will be less powerful against extremely strong opponents.
ID: 44496^6
Raises an assassin from the grave to do your bidding. Consumes bone chips when cast.
ID: 44497^6
Burns the flesh from your target's bones, causing up to @1 damage, stunning them, and causing them to become undead for a brief period of time. This spell will stun creatures of up to level @3.
ID: 44498^6
Burns the flesh from your target's bones, causing up to @1 damage, stunning them, and causing them to become undead for a brief period of time. This spell will stun creatures of up to level @3.
ID: 44499^6
Burns the flesh from your target's bones, causing up to @1 damage, stunning them, and causing them to become undead for a brief period of time. This spell will stun creatures of up to level @3.
ID: 44500^6
Inflicts necrotizing wounds on your target, causing up to @1 damage every six seconds for %z. If the wounds are not cured, they will multiply and deal more damage.
ID: 44501^6
Inflicts necrotizing wounds on your target, causing up to @1 damage every six seconds for %z. If the wounds are not cured, they will multiply and deal more damage.
ID: 44502^6
Inflicts necrotizing wounds on your target, causing up to @1 damage every six seconds for %z. If the wounds are not cured, they will multiply and deal more damage.
ID: 44503^6
Inflicts violent necrosis on your target, causing up to @1 damage every six seconds for %z.
ID: 44504^6
Inflicts violent necrosis on your target, causing up to @1 damage every six seconds for %z.
ID: 44505^6
Inflicts violent necrosis on your target, causing up to @1 damage every six seconds for %z.
ID: 44506^6
Creates an Essence Emerald.
ID: 44507^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 44508^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 44509^6
Immolates your target, causing #2 damage every six seconds while also making them vulnerable to drain effects for %z.
ID: 44510^6
Has a #1 percent chance to create an Essence Emerald.
ID: 44515^6
Opens a gate that transports you to Tempest Temple.
ID: 44516^6
Opens a portal that transports your group to Tempest Temple.
ID: 44517^6
Translocates your target to Tempest Temple.
ID: 44518^6
Surrounds your target in an aegis of the Pellarus Santum, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 44519^6
Surrounds your target in an aegis of the Pellarus Santum, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 44520^6
Surrounds your target in an aegis of the Pellarus Santum, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 44521^6
Claws your target with magic, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 44522^6
Claws your target with magic, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 44523^6
Claws your target with magic, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 44524^6
Randomly reflects spell effects back to the caster.
ID: 44525^6
Randomly reflects spell effects back to the caster.
ID: 44526^6
Randomly reflects spell effects back to the caster.
ID: 44527^6
Increases the damage done by the next fire spell you cast.
ID: 44528^6
Increases the damage done by the next fire spell you cast.
ID: 44529^6
Increases the damage done by the next fire spell you cast.
ID: 44530^6
Increases the damage done by the next cold spell you cast.
ID: 44531^6
Increases the damage done by the next cold spell you cast.
ID: 44532^6
Increases the damage done by the next cold spell you cast.
ID: 44533^6
Increases the damage done by the next magic spell you cast.
ID: 44534^6
Increases the damage done by the next magic spell you cast.
ID: 44535^6
Increases the damage done by the next magic spell you cast.
ID: 44536^6
Increases the damage done by the next spell you cast.
ID: 44537^6
Increases the damage done by the next spell you cast.
ID: 44538^6
Increases the damage done by the next spell you cast.
ID: 44539^6
Reduces the caster's hate per attack.
ID: 44540^6
Grants the caster a surge of #1 mana.
ID: 44541^6
Grants the caster a surge of #1 mana.
ID: 44542^6
Grants the caster a surge of #1 mana.
ID: 44543^6
Refreshes the caster's spells, except for Twincast.
ID: 44544^6
Decreases your target's resistance to fire.
ID: 44545^6
Decreases your target's resistance to cold.
ID: 44546^6
Decreases your target's resistance to magic.
ID: 44547^6
Shocks the mind of your target, causing them to forget some of their anger for you. This spell has a high chance to greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 44548^6
Shocks the mind of your target, causing them to forget some of their anger for you. This spell has a high chance to greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 44549^6
Shocks the mind of your target, causing them to forget some of their anger for you. This spell has a high chance to greatly decrease the hate generated by your next three ice, fire, or magic spells.
ID: 44550^6
Has a #1 percent chance to cast Concussive Flame, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 44551^6
Has a #1 percent chance to cast Concussive Flame, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 44552^6
Has a #1 percent chance to cast Concussive Flame, a #2 percent chance to cast Concussive Chill, and a #3 percent chance to cast Concussive Magic.
ID: 44553^6
Reduces the hate generated by your next three fire-based spells.
ID: 44554^6
Reduces the hate generated by your next three ice-based spells.
ID: 44555^6
Reduces the hate generated by your next three magic-based spells.
ID: 44556^6
Calls forth a beam of solar energy that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 44557^6
Calls forth a beam of solar energy that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 44558^6
Calls forth a beam of solar energy that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 44559^6
Has a #1 percent chance to reflect a blinding spell.
ID: 44560^6
Inflicts #1 damage and blinds you.
ID: 44561^6
Covers your target in ice, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 44562^6
Covers your target in ice, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 44563^6
Covers your target in ice, causing #1 damage. This magic is more difficult to resist than most spells.
ID: 44564^6
Huge drops of burning flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 44565^6
Huge drops of burning flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 44566^6
Huge drops of burning flame fall around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 44567^6
Stuns creatures around you up to level @2, and teleports you a short distance away.
ID: 44568^6
Stuns creatures around you up to level @2, and teleports you a short distance away.
ID: 44569^6
Stuns creatures around you up to level @2, and teleports you a short distance away.
ID: 44570^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic incandescence or a cascade of hoarfrost, but can also manifest as pure wildether. Pure wildether is especially damaging and difficult to resist.
ID: 44571^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic incandescence or a cascade of hoarfrost, but can also manifest as pure wildether. Pure wildether is especially damaging and difficult to resist.
ID: 44572^6
Blasts your target with an unpredictable magical force. The force is most likely to manifest itself as either chaotic incandescence or a cascade of hoarfrost, but can also manifest as pure wildether. Pure wildether is especially damaging and difficult to resist.
ID: 44573^6
Shatters a ball of ice upon your target, inflicting #1 damage initially and decreasing hate every six seconds.
ID: 44574^6
Shatters a ball of ice upon your target, inflicting #1 damage initially and decreasing hate every six seconds.
ID: 44575^6
Shatters a ball of ice upon your target, inflicting #1 damage initially and decreasing hate every six seconds.
ID: 44576^6
Decreases #3 hate every six seconds.
ID: 44577^6
Evokes a potent magical barrage to strike your target, inflicting up to @1 damage and stunning creatures up to level @2.
ID: 44578^6
Evokes a potent magical barrage to strike your target, inflicting up to @1 damage and stunning creatures up to level @2.
ID: 44579^6
Evokes a potent magical barrage to strike your target, inflicting up to @1 damage and stunning creatures up to level @2.
ID: 44580^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 44581^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 44582^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 44583^6
Consumes your target in a cascade of lightning, causing up to @1 damage.
ID: 44584^6
Consumes your target in a cascade of lightning, causing up to @1 damage.
ID: 44585^6
Consumes your target in a cascade of lightning, causing up to @1 damage.
ID: 44586^6
Surrounds you in flames, causing up to @1 damage to all nearby creatures.
ID: 44587^6
Surrounds you in flames, causing up to @1 damage to all nearby creatures.
ID: 44588^6
Surrounds you in flames, causing up to @1 damage to all nearby creatures.
ID: 44589^6
Absorbs up to #1 mana from your surroundings.
ID: 44590^6
Absorbs up to #1 mana from your surroundings.
ID: 44591^6
Absorbs up to #1 mana from your surroundings.
ID: 44592^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 44593^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 44594^6
Your target is blasted by a bolt of lightning from a suddenly appearing cloud, causing between #1 and @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 44595^6
Has a #1 percent chance to cast a feedback spell.
ID: 44596^6
Inflicts #1 damage every six seconds. Roots in place.
ID: 44597^6
Gives you a crystal skin that will absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 44598^6
Gives you a crystal skin that will absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 44599^6
Gives you a crystal skin that will absorb #1 damage before dissipating. This spell also increases your mana regeneration rate.
ID: 44600^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 44601^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 44602^6
Emits a funnel of frost that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect. This wild magic has a chance to feedback upon the caster.
ID: 44603^6
Has a #1 percent chance to cast a feedback spell.
ID: 44604^6
Inflicts #1 damage and stuns you.
ID: 44605^6
Blistering flame consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 44606^6
Blistering flame consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 44607^6
Blistering flame consumes your target, causing between #1 and @1 damage. This damage is much more difficult to resist than most spells.
ID: 44608^6
Claws your target with fire, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 44609^6
Claws your target with fire, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 44610^6
Claws your target with fire, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 44611^6
Randomly reflects spell effects back to the caster.
ID: 44612^6
Randomly reflects spell effects back to the caster.
ID: 44613^6
Randomly reflects spell effects back to the caster.
ID: 44614^6
Your target is frozen solid instantly, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 44615^6
Your target is frozen solid instantly, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 44616^6
Your target is frozen solid instantly, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 44617^6
Has a #1 percent chance to cast a feedback spell.
ID: 44618^6
Has a #1 percent chance to cast a feedback spell.
ID: 44619^6
Has a #1 percent chance to cast a feedback spell.
ID: 44620^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 44621^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 44622^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 44623^6
Engulfs your target's body in an arcing helix of lightning, causing #1 damage.
ID: 44624^6
Engulfs your target's body in an arcing helix of lightning, causing #1 damage.
ID: 44625^6
Engulfs your target's body in an arcing helix of lightning, causing #1 damage.
ID: 44626^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 44627^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 44628^6
Consumes your target in a cascade of shocking electricity, causing between #1 and @1 damage and briefly stunning your target.
ID: 44629^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 44630^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 44631^6
Evokes a potent magical flame to strike your target, inflicting between #1 and @1 damage.
ID: 44632^6
Calls forth dark tendrils that protect you from harm and have a chance to ensnare those that strike you. The tendrils can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 44633^6
Calls forth dark tendrils that protect you from harm and have a chance to ensnare those that strike you. The tendrils can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 44634^6
Calls forth dark tendrils that protect you from harm and have a chance to ensnare those that strike you. The tendrils can absorb #1 damage before fading. If the protection fades in this way, nearby enemies will become snared as the tendrils unravel.
ID: 44635^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 44636^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 44637^6
Inflicts #1 damage on all creatures surrounding your target.
ID: 44638^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 44639^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 44640^6
Envelops you in wings of crystal, absorbing a portion of incoming spell damage. This spell absorbs a set amount of damage before dissipating. Consumes a peridot when cast.
ID: 44641^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 44642^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 44643^6
Summons the pure energy of ethereal ice to strike your target, causing @1 damage.
ID: 44644^6
Your target is consumed by a flashflare, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 44645^6
Your target is consumed by a flashflare, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 44646^6
Your target is consumed by a flashflare, causing @1 damage. This wild magic has a chance to feedback upon the caster.
ID: 44647^6
Has a #1 percent chance to cast a feedback spell.
ID: 44648^6
Has a #1 percent chance to cast a feedback spell.
ID: 44649^6
Has a #1 percent chance to cast a feedback spell.
ID: 44650^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 44651^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 44652^6
Increases the damage of your next spell by #1. This bonus will decay on spells over level #7. Base cast time must be at least three seconds. Inflicts #2 damage every six seconds.
ID: 44653^6
Summons a cascade of icy crystals, causing #1 damage to your target.
ID: 44654^6
Summons a cascade of icy crystals, causing #1 damage to your target.
ID: 44655^6
Summons a cascade of icy crystals, causing #1 damage to your target.
ID: 44656^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 44657^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 44658^6
Conjures a fiery sword that attacks your target until either it, or the target, is dead.
ID: 44659^6
An eruption of magma rains around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 44660^6
An eruption of magma rains around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 44661^6
An eruption of magma rains around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 44662^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 44663^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 44664^6
Summons the pure energy of ethereal fire to strike your target, causing @1 damage.
ID: 44665^6
Claws your target with cold, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 44666^6
Claws your target with cold, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 44667^6
Claws your target with cold, doing #1 damage. There is a #2 percent chance this spell will provide enhancements to your casting ability.
ID: 44668^6
Randomly reflects spell effects back to the caster.
ID: 44669^6
Randomly reflects spell effects back to the caster.
ID: 44670^6
Randomly reflects spell effects back to the caster.
ID: 44671^6
Ice rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 44672^6
Ice rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 44673^6
Ice rains down around your target, causing three waves of #1 damage to all creatures in the vicinity of your target.
ID: 44674^6
Engulfs your target in Gosik's fire, causing #1 damage.
ID: 44675^6
Engulfs your target in Gosik's fire, causing #1 damage.
ID: 44676^6
Engulfs your target in Gosik's fire, causing #1 damage.
ID: 44677^6
Blasts a target with pure wildether, dealing #1 damage.
ID: 44678^6
Blasts a target with pure wildether, dealing #1 damage.
ID: 44679^6
Blasts a target with pure wildether, dealing #1 damage.
ID: 44680^6
Smashes your target with forceful energy, stunning them briefly and causing #1 damage.
ID: 44681^6
Smashes your target with forceful energy, stunning them briefly and causing #1 damage.
ID: 44682^6
Smashes your target with forceful energy, stunning them briefly and causing #1 damage.
ID: 44683^6
Weaves mana into a bolt of crackling energy, inflicting @1 damage. This weave has a chance to increase the effect of your next direct damage spell, but a smaller chance that the pattern will become unstable and weaken your spells for a brief period.
ID: 44684^6
Weaves mana into a bolt of crackling energy, inflicting @1 damage. This weave has a chance to increase the effect of your next direct damage spell, but a smaller chance that the pattern will become unstable and weaken your spells for a brief period.
ID: 44685^6
Weaves mana into a bolt of crackling energy, inflicting @1 damage. This weave has a chance to increase the effect of your next direct damage spell, but a smaller chance that the pattern will become unstable and weaken your spells for a brief period.
ID: 44686^6
Has a #1 percent chance to cast Thricewoven Power and a #2 percent chance to cast Thricewoven Weakness.
ID: 44687^6
Increases the damage of spells by between #1 and $1 percent. This bonus will decay on spells over level #2.
ID: 44688^6
Decreases the damage of direct damage spells by up to #1 percent.
ID: 44689^6
Casts Ethereal Skyblaze on your target at a faster speed but with an increased mana cost. It adds an additional #2 percent chance to cast another random ethereal damage spell at the same increased cost, with a very small risk that this cost will be taken without dealing any damage.
ID: 44690^6
Casts Ethereal Skyblaze on your target at a faster speed but with an increased mana cost. It adds an additional #2 percent chance to cast another random ethereal damage spell at the same increased cost, with a very small risk that this cost will be taken without dealing any damage.
ID: 44691^6
Casts Ethereal Skyblaze on your target at a faster speed but with an increased mana cost. It adds an additional #2 percent chance to cast another random ethereal damage spell at the same increased cost, with a very small risk that this cost will be taken without dealing any damage.
ID: 44692^6
Has a #1 percent chance to cast either Ethereal Rimeblast, Ethereal Flash, or Ethereal Skyblaze. Always reflects Ethereal Weave Acquittal on the caster.
ID: 44693^6
Has a #1 percent chance to cast either Ethereal Rimeblast, Ethereal Flash, or Ethereal Skyblaze. Always reflects Ethereal Weave Acquittal on the caster.
ID: 44694^6
Has a #1 percent chance to cast either Ethereal Rimeblast, Ethereal Flash, or Ethereal Skyblaze. Always reflects Ethereal Weave Acquittal on the caster.
ID: 44695^6
Extracts #1 mana from you.
ID: 44696^6
Extracts #1 mana from you.
ID: 44697^6
Extracts #1 mana from you.
ID: 44704^6
Imbues your pet with the promise of a great heal in %z.
ID: 44705^6
Imbues your pet with the promise of a great heal in %z.
ID: 44706^6
Imbues your pet with the promise of a great heal in %z.
ID: 44707^6
Heals you for #1 hit points.
ID: 44708^6
Heals you for #1 hit points.
ID: 44709^6
Heals you for #1 hit points.
ID: 44710^6
Burns your target with a bolt of molten magma, causing up to @1 damage.
ID: 44711^6
Burns your target with a bolt of molten magma, causing up to @1 damage.
ID: 44712^6
Burns your target with a bolt of molten magma, causing up to @1 damage.
ID: 44713^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 44714^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 44715^6
Infuses your elemental companion with energy, increasing their damage, attack speed, attack rating, armor class, and strength.
ID: 44716^6
Constructs the very essence of air into a living form to aid you in battle.
ID: 44717^6
Covers your target in a thin layer of flame, damaging any creatures that strike them.
ID: 44718^6
Covers your target in a thin layer of flame, damaging any creatures that strike them.
ID: 44719^6
Covers your target in a thin layer of flame, damaging any creatures that strike them.
ID: 44720^6
Grants your target a pack filled with armor for summoned companions.
ID: 44721^6
Opens a pack of armor for a summoned companion.
ID: 44722^6
Grants your target a full set of focus jewelry in a satchel.
ID: 44723^6
Opens a pack of summoned focus jewelry.
ID: 44724^6
Calls forth a beam of molten magma that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 44725^6
Calls forth a beam of molten magma that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 44726^6
Calls forth a beam of molten magma that extends in front of the caster, inflicting #1 damage to up to 12 enemies within its area of effect.
ID: 44727^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 44728^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 44729^6
Burns your target with a bolt of prime elements. The bolt is magnified by nearby summoned creatures, causing damage dependent on how many pets are attacking your target.
ID: 44730^6
Covers you in a magical shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 44731^6
Covers you in a magical shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 44732^6
Covers you in a magical shield, increasing your hit point regeneration, mana regeneration, and armor class.
ID: 44733^6
Constructs the very essence of water into a living form to aid you in battle.
ID: 44734^6
Conjures a shock of burning steel that assaults your target, causing up to @1 damage.
ID: 44735^6
Conjures a shock of burning steel that assaults your target, causing up to @1 damage.
ID: 44736^6
Conjures a shock of burning steel that assaults your target, causing up to @1 damage.
ID: 44737^6
Summons an item that has the power to turn life energy into mana.
ID: 44738^6
Summons an item that has the power to turn life energy into mana.
ID: 44739^6
Summons an item that has the power to turn life energy into mana.
ID: 44740^6
Triggers a painful modulation effect in you, converting #1 health into #2 mana.
ID: 44741^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 44742^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 44743^6
Strikes your target with scalding hot sand, causing @1 damage.
ID: 44744^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 44745^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 44746^6
Surrounds your target in a blazing magical shield that causes damage to anything that strikes them for a short time. After several strikes the effect will fade.
ID: 44747^6
Constructs the very essence of fire into a living form to aid you in battle.
ID: 44748^6
Grants your target a pack filled with weapons for summoned creatures.
ID: 44749^6
Opens your pack of weapons.
ID: 44750^6
Wind engulfs your target, decreasing hit points by #1.
ID: 44751^6
Fire engulfs your target, decreasing hit points by #1.
ID: 44752^6
Ice engulfs your target, decreasing hit points by #1.
ID: 44753^6
Increases your target's hatred toward you by #1 percent.
ID: 44754^6
Decreases your target's hatred of you by #1 percent.
ID: 44755^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 44756^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 44757^6
Restores health to your elemental pet, healing between #1 and @1 damage, and curing their diseases, poisons, curses and corruption.
ID: 44758^6
Creates an artifact which will summon an imperious servant.
ID: 44759^6
Creates an artifact which will summon an imperious servant.
ID: 44760^6
Creates an artifact which will summon an imperious servant.
ID: 44761^6
Unleashes an imperious servant who will attack your target for up to @1 seconds.
ID: 44762^6
Unleashes an imperious servant who will attack your target for up to @1 seconds.
ID: 44763^6
Unleashes an imperious servant who will attack your target for up to @1 seconds.
ID: 44764^6
Strikes a target with earthen blades, dealing #1 damage to them.
ID: 44765^6
Strikes a target with earthen blades, dealing #1 damage to them.
ID: 44766^6
Strikes a target with earthen blades, dealing #1 damage to them.
ID: 44767^6
Strikes a target with earthen blades, dealing #1 damage to them.
ID: 44768^6
Strikes a target with earthen blades, dealing #1 damage to them.
ID: 44769^6
Strikes a target with earthen blades, dealing #1 damage to them.
ID: 44770^6
Allows your pet to adopt a grounded stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 44771^6
Allows your pet to adopt a grounded stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 44772^6
Allows your pet to adopt a grounded stance that reduces its movement while also absorbing physical attacks. The stance will break when the pet has absorbed @1 damage.
ID: 44773^6
Constructs the very essence of earth into a living form to aid you in battle.
ID: 44774^6
Covers your nearby group members in flames, damaging any creatures that strike them.
ID: 44775^6
Covers your nearby group members in flames, damaging any creatures that strike them.
ID: 44776^6
Covers your nearby group members in flames, damaging any creatures that strike them.
ID: 44777^6
Cloaks your pet in an iceflame ward, which will damage any creature that strikes your pet and grant it a chance to damage enemies in melee with an iceflame attack. This attack will reflect a prismatic ward, protecting your pet from up to two strikes.
ID: 44778^6
Cloaks your pet in an iceflame ward, which will damage any creature that strikes your pet and grant it a chance to damage enemies in melee with an iceflame attack. This attack will reflect a prismatic ward, protecting your pet from up to two strikes.
ID: 44779^6
Cloaks your pet in an iceflame ward, which will damage any creature that strikes your pet and grant it a chance to damage enemies in melee with an iceflame attack. This attack will reflect a prismatic ward, protecting your pet from up to two strikes.
ID: 44780^6
Deals #1 damage to its target and reflects a prismatic ward on the caster.
ID: 44781^6
Deals #1 damage to its target and reflects a prismatic ward on the caster.
ID: 44782^6
Deals #1 damage to its target and reflects a prismatic ward on the caster.
ID: 44783^6
Triggers both Malosenete and Shock of Darksteel on your target at a slightly increased cost in mana.
ID: 44784^6
Triggers both Malosenete and Shock of Darksteel on your target at a slightly increased cost in mana.
ID: 44785^6
Triggers both Malosenete and Shock of Darksteel on your target at a slightly increased cost in mana.
ID: 44786^6
Allows the chance to heal all pets in your area when you cast direct damage spells up to level #6.
ID: 44787^6
Allows the chance to heal all pets in your area when you cast direct damage spells up to level #6.
ID: 44788^6
Allows the chance to heal all pets in your area when you cast direct damage spells up to level #6.
ID: 44789^6
Restores health to all pets in the area, healing between #1 and @1 damage.
ID: 44790^6
Restores health to all pets in the area, healing between #1 and @1 damage.
ID: 44791^6
Restores health to all pets in the area, healing between #1 and @1 damage.
ID: 44792^6
Creates a rain of blades that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 44793^6
Creates a rain of blades that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 44794^6
Creates a rain of blades that assaults all creatures in the vicinity of your target, causing three waves of between #1 and @1 damage.
ID: 44795^6
Creates a circle of scalding winds around you, causing @1 damage to all nearby creatures.
ID: 44796^6
Creates a circle of scalding winds around you, causing @1 damage to all nearby creatures.
ID: 44797^6
Creates a circle of scalding winds around you, causing @1 damage to all nearby creatures.
ID: 44798^6
Strikes your target with focused elemental fire, causing @1 damage. This fire has the chance to greatly increase the damage of your next direct damage spell, or a lower chance to cause your direct damage spells to be weaker for a brief period.
ID: 44799^6
Strikes your target with focused elemental fire, causing @1 damage. This fire has the chance to greatly increase the damage of your next direct damage spell, or a lower chance to cause your direct damage spells to be weaker for a brief period.
ID: 44800^6
Strikes your target with focused elemental fire, causing @1 damage. This fire has the chance to greatly increase the damage of your next direct damage spell, or a lower chance to cause your direct damage spells to be weaker for a brief period.
ID: 44801^6
Has a #1 percent chance to cast Flames of Power and a #2 percent chance to cast Flames of Weakness.
ID: 44802^6
Increases the damage of spells by between #1 and $1 percent.
ID: 44803^6
Decreases the damage of direct damage spells by up to #1 percent.
ID: 44804^6
Places a rod of transvergence in the hands of all nearby allies.
ID: 44805^6
Places a rod of transvergence in the hands of all nearby allies.
ID: 44806^6
Places a rod of transvergence in the hands of all nearby allies.
ID: 44807^6
Causes you to experience a dark transvergence, turning #1 health into #2 mana.
ID: 44808^6
Summons an elemental servant that will relentlessly attack your target for @1 seconds.
ID: 44809^6
Summons an elemental servant that will relentlessly attack your target for @1 seconds.
ID: 44810^6
Summons an elemental servant that will relentlessly attack your target for @1 seconds.
ID: 44811^6
Summons an elemental servant at a point you choose that will relentlessly attack your target for @1 seconds.
ID: 44812^6
Summons an elemental servant at a point you choose that will relentlessly attack your target for @1 seconds.
ID: 44813^6
Summons an elemental servant at a point you choose that will relentlessly attack your target for @1 seconds.
ID: 44814^6
Strikes your target with a spear of molten magma dealing @1 points of damage.
ID: 44815^6
Strikes your target with a spear of molten magma dealing @1 points of damage.
ID: 44816^6
Strikes your target with a spear of molten magma dealing @1 points of damage.
ID: 44817^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 44818^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 44819^6
Takes life energy from your pet and uses it to create a shield around you that will increase your mana regeneration.
ID: 44820^6
Increases mana by #7 every six seconds.
ID: 44821^6
Increases mana by #7 every six seconds.
ID: 44822^6
Increases mana by #7 every six seconds.
ID: 44823^6
Creates an artifact which will summon a minion to attack your foes with spells.
ID: 44824^6
Creates an artifact which will summon a minion to attack your foes with spells.
ID: 44825^6
Creates an artifact which will summon a minion to attack your foes with spells.
ID: 44826^6
Unleashes a minion who will attack your target for up to @1 seconds.
ID: 44827^6
Unleashes a minion who will attack your target for up to @1 seconds.
ID: 44828^6
Unleashes a minion who will attack your target for up to @1 seconds.
ID: 44829^6
Strikes a target with fiery blades, dealing #1 damage to them.
ID: 44830^6
Strikes a target with fiery blades, dealing #1 damage to them.
ID: 44831^6
Strikes a target with fiery blades, dealing #1 damage to them.
ID: 44832^6
Strikes a target with fiery blades, dealing #1 damage to them.
ID: 44833^6
Strikes a target with fiery blades, dealing #1 damage to them.
ID: 44834^6
Strikes a target with fiery blades, dealing #1 damage to them.
ID: 44835^6
Calls upon an earthen elemental bodyguard that will occasionally appear to protect you when you are struck in melee combat.
ID: 44836^6
Calls upon an earthen elemental bodyguard that will occasionally appear to protect you when you are struck in melee combat.
ID: 44837^6
Calls upon an earthen elemental bodyguard that will occasionally appear to protect you when you are struck in melee combat.
ID: 44838^6
Summons an elemental bodyguard to protect you for @1 seconds.
ID: 44839^6
Summons an elemental bodyguard to protect you for @1 seconds.
ID: 44840^6
Summons an elemental bodyguard to protect you for @1 seconds.
ID: 44850^6
Causes your opponent to become mesmerized for up to %z. This spell works on creatures up to level @1.
ID: 44851^6
Causes your opponent to become mesmerized for up to %z. This spell works on creatures up to level @1.
ID: 44852^6
Causes your opponent to become mesmerized for up to %z. This spell works on creatures up to level @1.
ID: 44853^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 44854^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 44855^6
Summons a set of animate weapons to attack your enemies. Consumes a tiny dagger when cast.
ID: 44856^6
Covers your target in shimmering runes, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 44857^6
Covers your target in shimmering runes, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 44858^6
Covers your target in shimmering runes, which will absorb #1 incoming damage. Consumes a peridot when cast.
ID: 44859^6
Covers you in runes that absorb up to @3 points of incoming damage.
ID: 44860^6
Covers you in runes that absorb up to @3 points of incoming damage.
ID: 44861^6
Covers you in runes that absorb up to @3 points of incoming damage.
ID: 44862^6
Fills your target with energy, increasing their attack speed, agility, dexterity, and attack rating.
ID: 44863^6
Fills your target with energy, increasing their attack speed, agility, dexterity, and attack rating.
ID: 44864^6
Fills your target with energy, increasing their attack speed, agility, dexterity, and attack rating.
ID: 44865^6
Multicolored light bursts into your target's mind, dealing #1 damage and reflecting mana back into your group.
ID: 44866^6
Multicolored light bursts into your target's mind, dealing #1 damage and reflecting mana back into your group.
ID: 44867^6
Multicolored light bursts into your target's mind, dealing #1 damage and reflecting mana back into your group.
ID: 44868^6
Refreshes you for up to #11 points of mana.
ID: 44869^6
Refreshes you for up to #11 points of mana.
ID: 44870^6
Refreshes you for up to #11 points of mana.
ID: 44871^6
Chromatic flames jab your opponent, dealing #1 damage and placing a rune on your target's target.
ID: 44872^6
Chromatic flames jab your opponent, dealing #1 damage and placing a rune on your target's target.
ID: 44873^6
Chromatic flames jab your opponent, dealing #1 damage and placing a rune on your target's target.
ID: 44874^6
Absorbs #5 incoming melee damage.
ID: 44875^6
Absorbs #5 incoming melee damage.
ID: 44876^6
Absorbs #5 incoming melee damage.
ID: 44877^6
Places a protective aegis on your target. The aegis absorbs #1 percent of incoming DoT damage up to a total of @1 points before dissipating. Requires, but does not consume, a peridot when cast.
ID: 44878^6
Places a protective aegis on your target. The aegis absorbs #1 percent of incoming DoT damage up to a total of @1 points before dissipating. Requires, but does not consume, a peridot when cast.
ID: 44879^6
Places a protective aegis on your target. The aegis absorbs #1 percent of incoming DoT damage up to a total of @1 points before dissipating. Requires, but does not consume, a peridot when cast.
ID: 44880^6
Drains up to #1 mana from your target. For each point of mana drained, the target will take damage.
ID: 44881^6
Drains up to #1 mana from your target. For each point of mana drained, the target will take damage.
ID: 44882^6
Drains up to #1 mana from your target. For each point of mana drained, the target will take damage.
ID: 44883^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 44884^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 44885^6
Pulses a rune effect onto your companions, as long as they stay inside the area of the aura.
ID: 44886^6
A threshold rune absorbs #1 percent of incoming melee damage in excess of $1 damage, up to a total of @1.
ID: 44887^6
A threshold rune absorbs #1 percent of incoming melee damage in excess of $1 damage, up to a total of @1.
ID: 44888^6
A threshold rune absorbs #1 percent of incoming melee damage in excess of $1 damage, up to a total of @1.
ID: 44889^6
Distracts your opponent with a flash of light, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist, but can only be invoked after a rest interval.
ID: 44890^6
Distracts your opponent with a flash of light, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist, but can only be invoked after a rest interval.
ID: 44891^6
Distracts your opponent with a flash of light, causing them to become dazed for up to %z. This spell works on creatures up to level @1. This spell is difficult to resist, but can only be invoked after a rest interval.
ID: 44892^6
Increases your companions' mana and endurance regeneration as long as they stay inside the area of the aura.
ID: 44893^6
Increases your companions' mana and endurance regeneration as long as they stay inside the area of the aura.
ID: 44894^6
Increases your companions' mana and endurance regeneration as long as they stay inside the area of the aura.
ID: 44895^6
Adds #11 mana and #12 endurance every six seconds as long as you stay in the area of the aura.
ID: 44896^6
Adds #11 mana and #12 endurance every six seconds as long as you stay in the area of the aura.
ID: 44897^6
Adds #11 mana and #12 endurance every six seconds as long as you stay in the area of the aura.
ID: 44898^6
Increases your companions' mana and endurance regeneration as long as they stay within range of your echo.
ID: 44899^6
Increases your companions' mana and endurance regeneration as long as they stay within range of your echo.
ID: 44900^6
Increases your companions' mana and endurance regeneration as long as they stay within range of your echo.
ID: 44901^6
Adds #11 mana and #12 endurance every six seconds as long as you stay within range of the echo.
ID: 44902^6
Adds #11 mana and #12 endurance every six seconds as long as you stay within range of the echo.
ID: 44903^6
Adds #11 mana and #12 endurance every six seconds as long as you stay within range of the echo.
ID: 44904^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 44905^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 44906^6
Calms the mind of the target, turning its thoughts inward, thus lowering its aggressiveness for %z. Affects creatures up to level @1.
ID: 44907^6
Causes colors in the area around the area you select to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 44908^6
Causes colors in the area around the area you select to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 44909^6
Causes colors in the area around the area you select to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 44910^6
Multicolored flames burst into your target's mind, dealing #1 damage.
ID: 44911^6
Multicolored flames burst into your target's mind, dealing #1 damage.
ID: 44912^6
Multicolored flames burst into your target's mind, dealing #1 damage.
ID: 44913^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance while also increasing the damage they will take from chromatic-based spells for %z.
ID: 44914^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 44915^6
Causes your target's mind to echo with the barking of Tashan, lowering their magic resistance, while also increasing the damage they will take from chromatic-based spells for %z.
ID: 44916^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1.
ID: 44917^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1.
ID: 44918^6
Subtly infests your target's mind with thoughts you choose, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1.
ID: 44919^6
Places a protective aegis on your group. The aegis absorbs #1 percent of incoming DoT damage up to a total of @1 points before dissipating. Requires, but does not consume, a peridot when cast.
ID: 44920^6
Places a protective aegis on your group. The aegis absorbs #1 percent of incoming DoT damage up to a total of @1 points before dissipating. Requires, but does not consume, a peridot when cast.
ID: 44921^6
Places a protective aegis on your group. The aegis absorbs #1 percent of incoming DoT damage up to a total of @1 points before dissipating. Requires, but does not consume, a peridot when cast.
ID: 44922^6
Places an aegis on your target. The aegis absorbs up to @1 points of magical damage before dissipating. Consumes a peridot when cast.
ID: 44923^6
Places an aegis on your target. The aegis absorbs up to @1 points of magical damage before dissipating. Consumes a peridot when cast.
ID: 44924^6
Places an aegis on your target. The aegis absorbs up to @1 points of magical damage before dissipating. Consumes a peridot when cast.
ID: 44925^6
Places an aura at a location you choose. This aura decreases the awareness of enemies as long as they remain nearby.
ID: 44926^6
Places an aura at a location you choose. This aura decreases the awareness of enemies as long as they remain nearby.
ID: 44927^6
Places an aura at a location you choose. This aura decreases the awareness of enemies as long as they remain nearby.
ID: 44928^6
Reduces the awareness of enemies within range of the aura.
ID: 44929^6
Reduces the awareness of enemies within range of the aura.
ID: 44930^6
Reduces the awareness of enemies within range of the aura.
ID: 44931^6
Increases the effects of your companions' instant damage spells, as long as they stay within the range of the aura.
ID: 44932^6
Increases the effects of your companions' instant damage spells, as long as they stay within the range of the aura.
ID: 44933^6
Increases the effects of your companions' instant damage spells, as long as they stay within the range of the aura.
ID: 44934^6
Increases the base damage of your spells by #1 percent. Fades after 20 uses.
ID: 44935^6
Increases the base damage of your spells by #1 percent. Fades after 22 uses.
ID: 44936^6
Increases the base damage of your spells by #1 percent. Fades after 24 uses.
ID: 44937^6
A mind-weakening spell which leaves the subject confused, and gives the caster a twincast effect for direct damage spells.
ID: 44938^6
A mind-weakening spell which leaves the subject confused, and gives the caster a twincast effect for direct damage spells.
ID: 44939^6
A mind-weakening spell which leaves the subject confused, and gives the caster a twincast effect for direct damage spells.
ID: 44940^6
Gives the caster a twincast for destructive direct damage spells up to level #7.
ID: 44941^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 44942^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 44943^6
Causes the air in your target's lungs to thin, causing between #1 and @1 damage initially and between #4 and @4 damage every six seconds for %z.
ID: 44944^6
Curtails your target's abilities, decreasing their agility, dexterity, strength, armor class, and ability to dual wield while slowing their attack speed for %z.
ID: 44945^6
Curtails your target's abilities, decreasing their agility, dexterity, strength, armor class, and ability to dual wield while slowing their attack speed for %z.
ID: 44946^6
Curtails your target's abilities, decreasing their agility, dexterity, strength, armor class, and ability to dual wield while slowing their attack speed for %z.
ID: 44947^6
Gives your target special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 44948^6
Gives your target special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 44949^6
Gives your target special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 44950^6
Changes your form to blend in with the ancient Thaell Ew.
ID: 44951^6
Places an aura of pulsing mana upon your target. The mana will enhance damaging spells, allowing your target to inflict additional damage via a mana strike. These strikes have a 10 percent chance to strike the target repeatedly.
ID: 44952^6
Places an aura of pulsing mana upon your target. The mana will enhance damaging spells, allowing your target to inflict additional damage via a mana strike. These strikes have a 10 percent chance to strike the target repeatedly.
ID: 44953^6
Places an aura of pulsing mana upon your target. The mana will enhance damaging spells, allowing your target to inflict additional damage via a mana strike. These strikes have a 10 percent chance to strike the target repeatedly.
ID: 44954^6
Strikes your target with pulsing mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 44955^6
Strikes your target with pulsing mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 44956^6
Strikes your target with pulsing mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 44957^6
Strikes your target with pulsing mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 44958^6
Strikes your target with pulsing mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 44959^6
Strikes your target with pulsing mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 44960^6
Strikes your target with pulsing mana, causing #1 damage.
ID: 44961^6
Strikes your target with pulsing mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 44962^6
Strikes your target with pulsing mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 44963^6
Strikes your target with pulsing mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 44964^6
Strikes your target with pulsing mana, causing #1 damage.
ID: 44965^6
Strikes your target with pulsing mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 44966^6
Strikes your target with pulsing mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 44967^6
Strikes your target with pulsing mana, causing #1 damage. Has a #2 percent chance to trigger an additional damaging strike.
ID: 44968^6
Strikes your target with pulsing mana, causing #1 damage.
ID: 44969^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a #2 percent chance that each creature will become drowsy and fight more slowly. Creatures that are affected have a #3 percent chance to forget their enemies.
ID: 44970^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a #2 percent chance that each creature will become drowsy and fight more slowly. Creatures that are affected have a #3 percent chance to forget their enemies.
ID: 44971^6
Causes your target and several creatures nearby to fall into an enchanted sleep for up to %z, with a #2 percent chance that each creature will become drowsy and fight more slowly. Creatures that are affected have a #3 percent chance to forget their enemies.
ID: 44972^6
Strikes your target with a chaotic burst of light and mental energy, causing up to @1 damage.
ID: 44973^6
Strikes your target with a chaotic burst of light and mental energy, causing up to @1 damage.
ID: 44974^6
Strikes your target with a chaotic burst of light and mental energy, causing up to @1 damage.
ID: 44975^6
Absorbs @2 incoming melee damage. A secondary effect will increase the hatred you generate.
ID: 44976^6
Absorbs @2 incoming melee damage. A secondary effect will increase the hatred you generate.
ID: 44977^6
Absorbs @2 incoming melee damage. A secondary effect will increase the hatred you generate.
ID: 44978^6
Increases the hatred your actions generate by #1 percent for %z.
ID: 44979^6
Chokes your target, dealing #1 damage initially and up to @5 damage every six seconds while reducing their magic resistance and accuracy for %z.
ID: 44980^6
Chokes your target, dealing #1 damage initially and up to @5 damage every six seconds while reducing their magic resistance and accuracy for %z.
ID: 44981^6
Chokes your target, dealing #1 damage initially and up to @5 damage every six seconds while reducing their magic resistance and accuracy for %z.
ID: 44982^6
Fills your body with warm power and turns your skin to stone. This skin absorbs up to @2 points of damage.
ID: 44983^6
Fills your body with warm power and turns your skin to stone. This skin absorbs up to @2 points of damage.
ID: 44984^6
Fills your body with warm power and turns your skin to stone. This skin absorbs up to @2 points of damage.
ID: 44985^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 44986^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 44987^6
Causes colors in the area around you to collapse into nothingness, briefly stunning all nearby creatures. This spell works on creatures up to level @1.
ID: 44988^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 44989^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 44990^6
Brings a dark void into existence around your target, causing that target to spin uncontrollably. This spell works on creatures up to level @1.
ID: 44991^6
Decreases the likelihood of charm breaking for any enemies within the area of the echo. This echo will not move with its owner.
ID: 44992^6
Decreases the likelihood of charm breaking for any enemies within the area of the echo. This echo will not move with its owner.
ID: 44993^6
Decreases the likelihood of charm breaking for any enemies within the area of the echo. This echo will not move with its owner.
ID: 44994^6
Decreases the likelihood of charm breaking.
ID: 44995^6
Decreases the likelihood of charm breaking.
ID: 44996^6
Decreases the likelihood of charm breaking.
ID: 44997^6
Places a protective aegis on your group, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 44998^6
Places a protective aegis on your group, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 44999^6
Places a protective aegis on your group, absorbing #1 percent of incoming spell damage. This spell absorbs @1 points of damage before dissipating. Consumes a peridot when cast.
ID: 45000^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 45001^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 45002^6
Causes your target and several creatures nearby to become subdued and unwilling to fight for up to %z. The spell works on creatures up to level @1.
ID: 45003^6
Covers your group in protective runes that will absorb up to #1 incoming damage. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 45004^6
Covers your group in protective runes that will absorb up to #1 incoming damage. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 45005^6
Covers your group in protective runes that will absorb up to #1 incoming damage. Enemies that strike those protected by these runes can lose anger for their target. This spell generates little to no anger. Consumes a pair of peridots when cast.
ID: 45006^6
Any creature struck by this spell will lose hatred for their target.
ID: 45007^6
Any creature struck by this spell will lose hatred for their target.
ID: 45008^6
Any creature struck by this spell will lose hatred for their target.
ID: 45009^6
Places a threshold rune on your target that will absorb #1 percent of incoming melee damage in excess of $1 damage, up to a total of @1.
ID: 45010^6
Places a threshold rune on your target that will absorb #1 percent of incoming melee damage in excess of $1 damage, up to a total of @1.
ID: 45011^6
Places a threshold rune on your target that will absorb #1 percent of incoming melee damage in excess of $1 damage, up to a total of @1.
ID: 45012^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 45013^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 45014^6
Fills your group with frantic energy, increasing their attack speed, agility, dexterity, attack rating, and chance to score critical hits.
ID: 45015^6
Changes your form to that of one of the many cursed sirens that live in the Caverns of Endless Song.
ID: 45016^6
Pulses a pulsing mana effect onto your companions, as long as they stay inside the area of the aura.
ID: 45017^6
Pulses a pulsing mana effect onto your companions, as long as they stay inside the area of the aura.
ID: 45018^6
Pulses a pulsing mana effect onto your companions, as long as they stay inside the area of the aura.
ID: 45019^6
Direct damage spells will inflict additional damage in the form of a pulsing mana strike. These strikes generate little to no anger.
ID: 45020^6
Direct damage spells will inflict additional damage in the form of a pulsing mana strike. These strikes generate little to no anger.
ID: 45021^6
Direct damage spells will inflict additional damage in the form of a pulsing mana strike. These strikes generate little to no anger.
ID: 45022^6
Applies a pulsing mana effect onto your companions, as long as they stay inside the area of the aura.
ID: 45023^6
Applies a pulsing mana effect onto your companions, as long as they stay inside the area of the aura.
ID: 45024^6
Applies a pulsing mana effect onto your companions, as long as they stay inside the area of the aura.
ID: 45025^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The strangulation effect steals up to #2 mana from your target and uses it to restore your own.
ID: 45026^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The strangulation effect steals up to #2 mana from your target and uses it to restore your own.
ID: 45027^6
Strangles your target's brain, causing #4 damage every six seconds for %z. The strangulation effect steals up to #2 mana from your target and uses it to restore your own.
ID: 45028^6
Cleaves your target's mind with a blade of pure light, dealing up to @1 damage.
ID: 45029^6
Cleaves your target's mind with a blade of pure light, dealing up to @1 damage.
ID: 45030^6
Cleaves your target's mind with a blade of pure light, dealing up to @1 damage.
ID: 45031^6
Projects a hypnotic stare which mesmerizes enemies surrounding a location of your choosing. Each target has a #2 percent chance to forget its hatred of its enemies.
ID: 45032^6
Projects a hypnotic stare which mesmerizes enemies surrounding a location of your choosing. Each target has a #2 percent chance to forget its hatred of its enemies.
ID: 45033^6
Projects a hypnotic stare which mesmerizes enemies surrounding a location of your choosing. Each target has a #2 percent chance to forget its hatred of its enemies.
ID: 45034^6
Has a chance to cause its target to forget its enemies.
ID: 45035^6
Infiltrates your target's mind, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1. There is a chance for this spell to stun its target when it wears off.
ID: 45036^6
Infiltrates your target's mind, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1. There is a chance for this spell to stun its target when it wears off.
ID: 45037^6
Infiltrates your target's mind, allowing you to control them for a short time and increasing their attack speed while you do. This spell works on creatures up to level @1. There is a chance for this spell to stun its target when it wears off.
ID: 45038^6
Has a #1 chance to cast a stun spell.
ID: 45039^6
Has a #1 chance to cast a stun spell.
ID: 45040^6
Has a #1 chance to cast a stun spell.
ID: 45041^6
Stuns targets of up to level @1.
ID: 45042^6
Causes any creatures nearby to fall into an enchanted sleep for up to %z. The spell works on creatures up to level @1. Each creature that is mesmerized has a chance to increase the mana cost of this spell. You must have at least 10 percent of your mana available to cast this spell.
ID: 45043^6
Causes any creatures nearby to fall into an enchanted sleep for up to %z. The spell works on creatures up to level @1. Each creature that is mesmerized has a chance to increase the mana cost of this spell. You must have at least 10 percent of your mana available to cast this spell.
ID: 45044^6
Causes any creatures nearby to fall into an enchanted sleep for up to %z. The spell works on creatures up to level @1. Each creature that is mesmerized has a chance to increase the mana cost of this spell. You must have at least 10 percent of your mana available to cast this spell.
ID: 45045^6
Has a #1 percent chance to trigger a mana penalty spell.
ID: 45046^6
Has a #1 percent chance to trigger a mana penalty spell.
ID: 45047^6
Has a #1 percent chance to trigger a mana penalty spell.
ID: 45048^6
Drains your mind of up to #1 mana. If you are below 1 percent of your maximum mana, it will deal #2 damage.
ID: 45049^6
Places a multi-colored, shifting pattern of runes around you that absorbs #1 points of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 45050^6
Places a multi-colored, shifting pattern of runes around you that absorbs #1 points of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 45051^6
Places a multi-colored, shifting pattern of runes around you that absorbs #1 points of incoming damage. Once that damage is absorbed the runes explode, causing nearby opponents to be stunned.
ID: 45052^6
Stuns targets of up to level @1.
ID: 45053^6
Stuns targets of up to level @1.
ID: 45054^6
Stuns targets of up to level @1.
ID: 45055^6
Grants you the benefits of both a Polyiridescent and a Mastermind's Rune.
ID: 45056^6
Grants you the benefits of both a Polyiridescent and a Mastermind's Rune.
ID: 45057^6
Grants you the benefits of both a Polyiridescent and a Mastermind's Rune.
ID: 45058^6
Gives your group special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 45059^6
Gives your group special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 45060^6
Gives your group special intuition, increasing their wisdom, intelligence, and mana pool while allowing them to regenerate mana more quickly.
ID: 45061^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 45062^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 45063^6
Places a ward on you that will magically strike those that attack you, causing them to be confused for a short while.
ID: 45064^6
Mesmerizes creatures of up to level @1.
ID: 45065^6
Mesmerizes creatures of up to level @1.
ID: 45066^6
Mesmerizes creatures of up to level @1.
ID: 45076^6
This spell will cause some of your conquests' life to be stored by your warder when you slay creatures. The chances will decrease if you slay creatures below level @1.
ID: 45077^6
This spell will cause some of your conquests' life to be stored by your warder when you slay creatures. The chances will decrease if you slay creatures below level @1.
ID: 45078^6
This spell will cause some of your conquests' life to be stored by your warder when you slay creatures. The chances will decrease if you slay creatures below level @1.
ID: 45079^6
Absorbs up to #2 damage and triggers a heal-over-time spell when it breaks.
ID: 45080^6
Absorbs up to #2 damage and triggers a heal-over-time spell when it breaks.
ID: 45081^6
Absorbs up to #2 damage and triggers a heal-over-time spell when it breaks.
ID: 45082^6
Heals you for up to @2 hit points every six seconds for %z.
ID: 45083^6
Heals you for up to @2 hit points every six seconds for %z.
ID: 45084^6
Heals you for up to @2 hit points every six seconds for %z.
ID: 45085^6
Imbues your group with mystical focus, providing increased strength, dexterity, and hit points for %z.
ID: 45086^6
Imbues your group with mystical focus, providing increased strength, dexterity, and hit points for %z.
ID: 45087^6
Imbues your group with mystical focus, providing increased strength, dexterity, and hit points for %z.
ID: 45088^6
Increases your warder's accuracy and the damage it does with melee attacks, at the cost of its maximum health and armor class.
ID: 45089^6
Increases your warder's accuracy and the damage it does with melee attacks, at the cost of its maximum health and armor class.
ID: 45090^6
Increases your warder's accuracy and the damage it does with melee attacks, at the cost of its maximum health and armor class.
ID: 45091^6
Increases your warder's maximum health, mitigation, and armor class at the cost of accuracy.
ID: 45092^6
Increases your warder's maximum health, mitigation, and armor class at the cost of accuracy.
ID: 45093^6
Increases your warder's maximum health, mitigation, and armor class at the cost of accuracy.
ID: 45094^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption. This spell will grant additional healing to warders that are severely injured.
ID: 45095^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption. This spell will grant additional healing to warders that are severely injured.
ID: 45096^6
Restores your warder's health, healing between #1 and @1 hit points, as well as curing them of diseases, poisons, curses, and corruption. This spell will grant additional healing to warders that are severely injured.
ID: 45097^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 45098^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 45099^6
Fills your target's veins with deadly venom, causing #1 damage initially and between #3 and @3 damage every six seconds for %z.
ID: 45100^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 45101^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 45102^6
Strikes your target with sharp shards of ice, causing between #1 and @1 damage.
ID: 45103^6
Strikes up to three targets in front of you with a flurry of melee attacks.
ID: 45104^6
Strikes up to three targets in front of you with a flurry of melee attacks.
ID: 45105^6
Strikes up to three targets in front of you with a flurry of melee attacks.
ID: 45106^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 45107^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 45108^6
Mends severe wounds, healing between #1 and @1 hit points.
ID: 45109^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 45110^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 45111^6
Infects your target with a fever that causes between #2 and @2 damage every six seconds for %z.
ID: 45112^6
Fills your group with spiritual vivification, increasing their hit points and attack rating for %z.
ID: 45113^6
Fills your group with spiritual vivification, increasing their hit points and attack rating for %z.
ID: 45114^6
Fills your group with spiritual vivification, increasing their hit points and attack rating for %z.
ID: 45115^6
Heals your warder for #1 hit points every six seconds for %z. When this spell wears off, the bearer will experience a miraculous mending.
ID: 45116^6
Heals your warder for #1 hit points every six seconds for %z. When this spell wears off, the bearer will experience a miraculous mending.
ID: 45117^6
Heals your warder for #1 hit points every six seconds for %z. When this spell wears off, the bearer will experience a miraculous mending.
ID: 45118^6
Heals you for #1 hit points.
ID: 45119^6
Heals you for #1 hit points.
ID: 45120^6
Heals you for #1 hit points.
ID: 45121^6
Grants your warder a bolstering power, allowing it to heal its enemy's most hated enemy.
ID: 45122^6
Grants your warder a bolstering power, allowing it to heal its enemy's most hated enemy.
ID: 45123^6
Grants your warder a bolstering power, allowing it to heal its enemy's most hated enemy.
ID: 45124^6
Heals the target's target for up to @1 hit points.
ID: 45125^6
Heals the target's target for up to @1 hit points.
ID: 45126^6
Heals the target's target for up to @1 hit points.
ID: 45127^6
Envelops your group in an aura of spiritual elaboration, increasing their hit point, mana, and endurance regeneration.
ID: 45128^6
Envelops your group in an aura of spiritual elaboration, increasing their hit point, mana, and endurance regeneration.
ID: 45129^6
Envelops your group in an aura of spiritual elaboration, increasing their hit point, mana, and endurance regeneration.
ID: 45130^6
Inflicts your target with a poisonous bite, dealing #1 damage.
ID: 45131^6
Inflicts your target with a poisonous bite, dealing #1 damage.
ID: 45132^6
Inflicts your target with a poisonous bite, dealing #1 damage.
ID: 45133^6
Bestows a defensive bulwark upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 45134^6
Bestows a defensive bulwark upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 45135^6
Bestows a defensive bulwark upon your pet, absorbing up to @1 damage from the next #1 incoming attacks.
ID: 45136^6
A spell which increases the target's hate, and strikes it with cold and poisonous venom.
ID: 45137^6
A spell which increases the target's hate, and strikes it with cold and poisonous venom.
ID: 45138^6
A spell which increases the target's hate, and strikes it with cold and poisonous venom.
ID: 45139^6
Poisons your target, dealing up to @1 damage.
ID: 45140^6
Poisons your target, dealing up to @1 damage.
ID: 45141^6
Poisons your target, dealing up to @1 damage.
ID: 45142^6
Freezes your target, dealing up to @1 damage.
ID: 45143^6
Freezes your target, dealing up to @1 damage.
ID: 45144^6
Freezes your target, dealing up to @1 damage.
ID: 45145^6
Summons a feral warder to aid you in battle.
ID: 45146^6
An icy chill causes #1 damage initially and between #2 and @2 damage every six seconds for %z.
ID: 45147^6
An icy chill causes #1 damage initially and between #2 and @2 damage every six seconds for %z.
ID: 45148^6
An icy chill causes #1 damage initially and between #2 and @2 damage every six seconds for %z.
ID: 45149^6
You bellow a frosty roar, dealing #1 damage to all surrounding enemies.
ID: 45150^6
You bellow a frosty roar, dealing #1 damage to all surrounding enemies.
ID: 45151^6
You bellow a frosty roar, dealing #1 damage to all surrounding enemies.
ID: 45152^6
Infuses you and your pet with the power of a leopard, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 45153^6
Infuses you and your pet with the power of a leopard, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 45154^6
Infuses you and your pet with the power of a leopard, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 45155^6
Infuses you and your pet with the power of a leopard, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 45156^6
Infuses you and your pet with the power of a leopard, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 45157^6
Infuses you and your pet with the power of a leopard, increasing melee damage by #1 percent, healing #6 health every six seconds and increasing your maximum hit points by #7 for up to %z.
ID: 45158^6
Fills your warder with the power of a great spirit, increasing their dexterity and giving them a chance to perform a stunning poison attack with a protective reflection.
ID: 45159^6
Fills your warder with the power of a great spirit, increasing their dexterity and giving them a chance to perform a stunning poison attack with a protective reflection.
ID: 45160^6
Fills your warder with the power of a great spirit, increasing their dexterity and giving them a chance to perform a stunning poison attack with a protective reflection.
ID: 45161^6
The spirit strikes your target, dealing #1 damage and stunning creatures up to level @3. Reflects Prism Skin when triggered.
ID: 45162^6
The spirit strikes your target, dealing #1 damage and stunning creatures up to level @3. Reflects Prism Skin when triggered.
ID: 45163^6
The spirit strikes your target, dealing #1 damage and stunning creatures up to level @3. Reflects Prism Skin when triggered.
ID: 45164^6
Assaults your target with a flurry of savage attacks.
ID: 45165^6
Assaults your target with a flurry of savage attacks.
ID: 45166^6
Assaults your target with a flurry of savage attacks.
ID: 45167^6
Infuses your pet with offensive and regenerative power and summons animals to fight at its side.
ID: 45168^6
Infuses your pet with offensive and regenerative power and summons animals to fight at its side.
ID: 45169^6
Infuses your pet with offensive and regenerative power and summons animals to fight at its side.
ID: 45170^6
Increases the bearer's maximum hit points by #7, heals for #6 points every six seconds, and increases the damage done by melee attacks.
ID: 45171^6
Increases the bearer's maximum hit points by #7, heals for #6 points every six seconds, and increases the damage done by melee attacks.
ID: 45172^6
Increases the bearer's maximum hit points by #7, heals for #6 points every six seconds, and increases the damage done by melee attacks.
ID: 45173^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 45174^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 45175^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 45176^6
Casts both Spiritual Vivification and Spiritual Elaboration on your group.
ID: 45177^6
Casts both Spiritual Vivification and Spiritual Elaboration on your group.
ID: 45178^6
Casts both Spiritual Vivification and Spiritual Elaboration on your group.
ID: 45179^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 45180^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 45181^6
Beckons to the denizens of the wild to attack your target for 18 seconds. There is a #2 percent chance that four creatures will heed this call.
ID: 45182^6
Summons #1 denizens of the wild to attack your target for @1 seconds.
ID: 45183^6
Summons #1 denizens of the wild to attack your target for @1 seconds.
ID: 45184^6
Places a rampart around your warder that greatly increases its chance to mitigate or completely resist detrimental spells. It will absorb up to @2 damage before fading. When this rampart fades, your warder will be healed.
ID: 45185^6
Places a rampart around your warder that greatly increases its chance to mitigate or completely resist detrimental spells. It will absorb up to @2 damage before fading. When this rampart fades, your warder will be healed.
ID: 45186^6
Places a rampart around your warder that greatly increases its chance to mitigate or completely resist detrimental spells. It will absorb up to @2 damage before fading. When this rampart fades, your warder will be healed.
ID: 45187^6
Heals your target for up to @1 hit points.
ID: 45188^6
Heals your target for up to @1 hit points.
ID: 45189^6
Heals your target for up to @1 hit points.
ID: 45190^6
Surrounds your target in a wild maelstrom, damaging them with poison, disease, and ice attacks. One of the three attacks will be repeated immediately.
ID: 45191^6
Surrounds your target in a wild maelstrom, damaging them with poison, disease, and ice attacks. One of the three attacks will be repeated immediately.
ID: 45192^6
Surrounds your target in a wild maelstrom, damaging them with poison, disease, and ice attacks. One of the three attacks will be repeated immediately.
ID: 45193^6
Has a #1 percent chance to cast a poison spell, a #1 percent chance to cast a disease spell, or a #1 percent chance to cast an ice spell.
ID: 45194^6
Has a #1 percent chance to cast a poison spell, a #1 percent chance to cast a disease spell, or a #1 percent chance to cast an ice spell.
ID: 45195^6
Has a #1 percent chance to cast a poison spell, a #1 percent chance to cast a disease spell, or a #1 percent chance to cast an ice spell.
ID: 45196^6
Deals #1 damage to your target.
ID: 45197^6
Deals #1 damage to your target.
ID: 45198^6
Deals #1 damage to your target.
ID: 45199^6
Deals #1 damage to your target.
ID: 45200^6
Deals #1 damage to your target.
ID: 45201^6
Deals #1 damage to your target.
ID: 45202^6
Deals #1 damage to your target.
ID: 45203^6
Deals #1 damage to your target.
ID: 45204^6
Deals #1 damage to your target.
ID: 45214^6
Forges several Axes of the Demolisher.
ID: 45215^6
You execute an early series of retaliative strikes, slashing your target and allowing you to dodge better for a period of time. You must be below 90 percent of your maximum health to use this ability.
ID: 45216^6
You execute an early series of retaliative strikes, slashing your target and allowing you to dodge better for a period of time. You must be below 90 percent of your maximum health to use this ability.
ID: 45217^6
You execute an early series of retaliative strikes, slashing your target and allowing you to dodge better for a period of time. You must be below 90 percent of your maximum health to use this ability.
ID: 45218^6
Increases your chance to dodge attacks by #7 percent for up to %z.
ID: 45219^6
Increases your chance to dodge attacks by #7 percent for up to %z.
ID: 45220^6
Increases your chance to dodge attacks by #7 percent for up to %z.
ID: 45221^6
Strikes your opponent with three Frenzy attacks while making them weaker against additional Frenzy and Throwing attacks.
ID: 45222^6
Strikes your opponent with three Frenzy attacks while making them weaker against additional Frenzy and Throwing attacks.
ID: 45223^6
Strikes your opponent with three Frenzy attacks while making them weaker against additional Frenzy and Throwing attacks.
ID: 45224^6
Aims an axe at your opponent's legs, causing slower movement speed and dealing #1 damage every six seconds for %z.
ID: 45225^6
Aims an axe at your opponent's legs, causing slower movement speed and dealing #1 damage every six seconds for %z.
ID: 45226^6
Aims an axe at your opponent's legs, causing slower movement speed and dealing #1 damage every six seconds for %z.
ID: 45227^6
Executes a vicious melee attack on your opponent. This ability can only be used if you are not currently in combat.
ID: 45228^6
Executes a vicious melee attack on your opponent. This ability can only be used if you are not currently in combat.
ID: 45229^6
Executes a vicious melee attack on your opponent. This ability can only be used if you are not currently in combat.
ID: 45230^6
You swing your axe in a wide circle, dealing up to @1 damage to up to 12 targets.
ID: 45231^6
You swing your axe in a wide circle, dealing up to @1 damage to up to 12 targets.
ID: 45232^6
You swing your axe in a wide circle, dealing up to @1 damage to up to 12 targets.
ID: 45233^6
By tempering your rage, you can hold on to it longer, adding the chance for additional melee attacks for a period of time. There is a chance these attacks will refresh your rage.
ID: 45234^6
By tempering your rage, you can hold on to it longer, adding the chance for additional melee attacks for a period of time. There is a chance these attacks will refresh your rage.
ID: 45235^6
By tempering your rage, you can hold on to it longer, adding the chance for additional melee attacks for a period of time. There is a chance these attacks will refresh your rage.
ID: 45236^6
Adds the chance for additional melee attacks each time you swing your weapon for %z. There is a small chance these attacks will rekindle your rage, extending its duration.
ID: 45237^6
Adds the chance for additional melee attacks each time you swing your weapon for %z. There is a small chance these attacks will rekindle your rage, extending its duration.
ID: 45238^6
Adds the chance for additional melee attacks each time you swing your weapon for %z. There is a small chance these attacks will rekindle your rage, extending its duration.
ID: 45239^6
Adds two extra melee attacks and has a #1 percent chance to refresh your rage ability.
ID: 45240^6
Adds two extra melee attacks and has a #1 percent chance to refresh your rage ability.
ID: 45241^6
Adds two extra melee attacks and has a #1 percent chance to refresh your rage ability.
ID: 45248^6
Launches a gigantic throwing axe at your target.
ID: 45249^6
Launches a gigantic throwing axe at your target.
ID: 45250^6
Launches a gigantic throwing axe at your target.
ID: 45251^6
Aims an axe at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 45252^6
Aims an axe at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 45253^6
Aims an axe at your opponent's head, briefly stunning them. This affects targets up to level @1.
ID: 45254^6
Enhances your natural Frenzy ability, allowing you to use the skill more often and adding additional damage to each successful hit. You must be below 90 percent health to use this effect.
ID: 45255^6
Enhances your natural Frenzy ability, allowing you to use the skill more often and adding additional damage to each successful hit. You must be below 90 percent health to use this effect.
ID: 45256^6
Enhances your natural Frenzy ability, allowing you to use the skill more often and adding additional damage to each successful hit. You must be below 90 percent health to use this effect.
ID: 45257^6
Reduces the base refresh time of Frenzy by #1 seconds and adds additional damage when you use it.
ID: 45258^6
Reduces the base refresh time of Frenzy by #1 seconds and adds additional damage when you use it.
ID: 45259^6
Reduces the base refresh time of Frenzy by #1 seconds and adds additional damage when you use it.
ID: 45260^6
Deals up to @1 points of damage to your target.
ID: 45261^6
Deals up to @1 points of damage to your target.
ID: 45262^6
Deals up to @1 points of damage to your target.
ID: 45263^6
Launches a volley of four axes at your target.
ID: 45264^6
Launches a volley of four axes at your target.
ID: 45265^6
Launches a volley of four axes at your target.
ID: 45266^6
Throws an axe wildly, briefly distracting your opponent.
ID: 45267^6
Throws an axe wildly, briefly distracting your opponent.
ID: 45268^6
Throws an axe wildly, briefly distracting your opponent.
ID: 45269^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 45270^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 45271^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. This ability can only be invoked when below 90 percent health. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 45272^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 45273^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 45274^6
Allows your melee attacks to do additional harm in the form of a frenzied strike. The effect will replenish itself when a frenzied strike is invoked in combat.
ID: 45275^6
Deals #1 damage to your target.
ID: 45276^6
Deals #1 damage to your target.
ID: 45277^6
Deals #1 damage to your target.
ID: 45278^6
Incites your target's target and yourself with a shared bloodlust, increasing the amount of damage you both do with melee weapons.
ID: 45279^6
Incites your target's target and yourself with a shared bloodlust, increasing the amount of damage you both do with melee weapons.
ID: 45280^6
Incites your target's target and yourself with a shared bloodlust, increasing the amount of damage you both do with melee weapons.
ID: 45281^6
Increases the damage you do with melee weapons.
ID: 45282^6
Increases the damage you do with melee weapons.
ID: 45283^6
Increases the damage you do with melee weapons.
ID: 45284^6
Throws an axe wildly, damaging your opponent and having a chance to apply other detrimental effects.
ID: 45285^6
Throws an axe wildly, damaging your opponent and having a chance to apply other detrimental effects.
ID: 45286^6
Throws an axe wildly, damaging your opponent and having a chance to apply other detrimental effects.
ID: 45287^6
Aims an axe at your opponent's head, briefly stunning targets up to level @1.
ID: 45288^6
Aims an axe at your opponent's head, briefly stunning targets up to level @1.
ID: 45289^6
Aims an axe at your opponent's head, briefly stunning targets up to level @1.
ID: 45290^6
Throws an axe wildly, briefly distracting your opponent and lowering their hatred for you by @3.
ID: 45291^6
Throws an axe wildly, briefly distracting your opponent and lowering their hatred for you by @3.
ID: 45292^6
Throws an axe wildly, briefly distracting your opponent and lowering their hatred for you by @3.
ID: 45293^6
Strikes your opponent with a flurry of axes, damaging them and applying an additional detrimental effect.
ID: 45294^6
Strikes your opponent with a flurry of axes, damaging them and applying an additional detrimental effect.
ID: 45295^6
Strikes your opponent with a flurry of axes, damaging them and applying an additional detrimental effect.
ID: 45305^6
Deals #1 damage to your target.
ID: 45311^6
Stuns a target up to level @1 and deals #2 damage.
ID: 45312^6
Deals #1 damage to your target.
ID: 45313^6
Sinks your target's feet into the ground, causing damage, increasing hatred, and preventing movement for up to %z.
ID: 45314^6
Absorbs #4 percent of incoming damage that exceeds $4 in one hit. Will fade after absorbing a total of @4 points of damage.
ID: 45315^6
Deals #1 damage to your target.
ID: 45316^6
Drains #1 damage from your target and triggers a protective rune.
ID: 46000^6
Lures any sabateurs hiding in Castle Rulnavis.
ID: 46001^6
Commands Rulnavian defenders to follow you.
ID: 46002^6
Burns the skin off of Tamrelian soldiers attacking the walls of Castle Rulnavis.
ID: 46004^6
Causes the innards of a colossus to start melting and makes it malfunction.
ID: 46006^6
Infused Rulnavian defenders with power.
ID: 46008^6
Lowers armor but increases attack power and adds a stun proc.
ID: 46011^6
Fires a massive arrow that can destroy the defenders on the battlements of Castle Tamrel.
ID: 46013^6
Slows attack speed and movement speed. Damages HP.
ID: 46014^6
Can cause small cave ins.
ID: 46017^6
Weakens physical and magical defenses.
ID: 46018^6
Strengthens physical and magical defenses. Grants a lifetap.
ID: 46019^6
Reduces incoming healing and damages HP.
ID: 46020^6
Reduces incoming healing and damages HP.
ID: 46021^6
Reduces incoming healing and damages HP.
ID: 46022^6
Prevents casting beneficial free-target spells.
ID: 46023^6
Your healing spells are watched.
ID: 46026^6
Pulls you toward Gannar.
ID: 46028^6
Defends against magical attacks.
ID: 46029^6
Makes a boar hungry for your blood.
ID: 46031^6
The Scion is too frightened to take offensive action.
ID: 46032^6
Damages HP.
ID: 46033^6
Reduces max HP.
ID: 46034^6
Reduces max HP.
ID: 46035^6
Reduces max HP. Allows your bones to be broken more easily.
ID: 46038^6
Causes anyone hitting the target with melee to be burned.
ID: 46039^6
Instant
ID: 46040^6
Target gains the ability to move as fast as flames, dodging just about any incoming melee attack.
ID: 46041^6
Instant
ID: 46042^6
Burns and blinds everyone in front of the caster.
ID: 46043^6
Instant
ID: 46044^6
Causes the target to burn for a while.
ID: 46045^6
Blocks damage on the target and causes damage to those using melee attacks against the target.
ID: 46046^6
The Magelock Stone draws forth the power of spirits.
ID: 46047^6
Destroys defenses of the rot altars.
ID: 46051^6
Fear
ID: 46054^6
Mesmerizes.
ID: 46055^6
Slows movement speed.
ID: 46056^6
Gravitate.
ID: 46057^6
You are going insane.
ID: 46058^6
Charms.
ID: 46059^6
Damages HP.
ID: 46061^6
Guards against spell, physical, and DoT damage.
ID: 46062^6
Guards against DoT damage.
ID: 46063^6
Guards against spell damage.
ID: 46064^6
Guards against physical damage.
ID: 46065^6
Damages HP and reduces AC.
ID: 46068^6
Reduces effectiveness of incoming healing.
ID: 46069^6
Damages HP.
ID: 46070^6
The ripper smells your blood.
ID: 46072^6
Reflects incoming spells and melee damage.
ID: 46076^6
Reduces max HP.
ID: 46083^6
Damages HP and reduces AC.
ID: 46084^6
Damages HP. Will cause an explosion if not extinguished in time.
ID: 46086^6
Charms. Increases max HP, melee speed, and critical hit chance.
ID: 46087^6
Prevents the use of spells and abilities.
ID: 46088^6
Damages HP. When it wears off, gives HP to Lanys.
ID: 46091^6
Damages HP. When it wears off, gives HP to Lanys.
ID: 46094^6
Increases vulnerability to Lanys' sword techniques.
ID: 46162^6
Increases accuracy, skill attack damage, and minimum damage for up to %z.
ID: 46164^6
Negates the hate reducing effects of the Spell Casting Subtlety AA line.
ID: 46178^6
Increases incoming throwing damage by #1 percent for up to %z.
ID: 46200^6
Protects your pet in a shield of runes absorbing a percentage of damage up to 15,000 per hit, up to a total of 200,000 damage, for up to %z.
ID: 46202^6
While in this form, most of your detrimental spells will have a chance to stun your target for a short period of time. Stuns will only affect mobs up to level 105.
ID: 46212^6
Adds an attack proc which can trigger Nightmare Draw, a moderate-sized lifetap.
ID: 46232^6
Reduces incoming damage slightly.
ID: 46237^6
Reduces incoming damage slightly. Has a chance to proc Phalanx of Fury when struck in combat.
ID: 46242^6
Increases melee speed for up to %z.
ID: 46243^6
Snares your feet reducing movement speed for up to %z.
ID: 46454^6
Damages HP and increases damage taken from Tainted Blood.
ID: 46505^6
You take the form of a siren.
ID: 46507^6
Damages HP over time.
ID: 46509^6
Your senses are dulled by the flat of the blade
ID: 46510^6
Damages HP and alters vision.
ID: 46511^6
Incapacitates.
ID: 46513^6
Reflects incoming spells.
ID: 46518^6
Enthralls.
ID: 46520^6
Reflects spell and melee damage. Guards against spell and melee damage.
ID: 46523^6
Invisibility.
ID: 47060^7
Platinum Gear
ID: 47081^6
Causes the earth to shake in a small area around you.
ID: 47087^6
Grants the title " the Earth Warden"
ID: 47697^6
Grants the title " the Glutton"
ID: 47747^6
Using this glyph will grant you a glyph of your choosing. If you already have five pending rewards you will want to claim this reward immediately.
ID: 47807^6
Grants the title " of the Hunt"
ID: 47808^6
Grants the title " the Lion Tamer"
ID: 47809^6
Grants the title " the Stone Breaker"
ID: 47813^7
Underfoot Prayer Shawl
ID: 47814^7
Merchant Alliance Prayer Shawl
ID: 47900^6
Grants titles: Cook, Farmer, Worker, Bartender, Apothecary, Vagabond, Architect, Bandit, Jester, Sailor
ID: 47901^6
Grants titles: the Trickster, the Razor, the Majestic, the Animal, the Cursed
ID: 47902^6
Grants titles: the Red, the Blue, the Yellow, the Gray, the Green, the Black, the White, the Violet, the Orange, the Pink
ID: 47903^6
Grants titles: Guard, City Guard, Town Guard, Village Guard, Royal Guard, Basher, Bouncer, Warden, Trooper, Deputy
ID: 47904^6
Grants titles: the Blood Harvester, the Jewel, the Chaotic, the Sure Shot, the Sly
ID: 47905^6
Grants titles: the Hurricane, the Typhoon, the Tornado, the Cyclone, the Monsoon.
ID: 47906^6
Grants titles: the Fox, the Panther, the Raven, the Spider, the Scorpion
ID: 47907^6
Grants titles: the Mace, the Dagger, the Sword, the Axe, the Flail, the Arrow, the Hammer, the Spear, the Claw, the Staff
ID: 47908^6
Grants titles: the Shark, the Rabbit, the Lion, the Bear, the Cat
ID: 47909^6
Grants titles: the Manticore, the Phoenix, the Griffon, the Zombie, the Banshee
ID: 47910^6
Grants titles: the Forgotten, the Heart, the Mist, the Evil One, the Benevolent
ID: 47911^6
Grants titles: the Mace, the Dagger, the Sword, the Axe, the Flail, the Arrow, the Hammer, the Spear, the Claw, the Staff
ID: 47912^6
Grants titles: the Shark, the Rabbit, the Lion, the Bear, the Cat
ID: 47913^6
Grants titles: the Manticore, the Phoenix, the Griffon, the Zombie, the Banshee
ID: 47914^6
Grants titles: the Forgotten, the Heart, the Mist, the Evil One, the Benevolent
ID: 47916^6
Grants titles: Brigand, Innkeeper, Foreman, Street Performer, Merchant, Clerk, Pirate, Accountant, Assistant, Nurse
ID: 47917^6
Grants titles: the Cragslither, the Drake, the Braxi, the Gargoyle, the Golem
ID: 47918^6
Grants titles: the Shallow Breath, the Flame Bolt, the Spike of Disease, the Divine Aura, the Clinging Darkness
ID: 47919^6
Grants titles: Captain, Sergeant, Lieutenant, Commander, Private
ID: 47920^6
Grants titles: Astrologist, Cantrip, Cultist, Experimenter, Hedgewizard, Prestidigitator, Runecaster, Spellscribe, Summoner, Transmuter
ID: 47921^6
Grants titles: Bloodletter, Firebrand, Quickblade, Pureheart, Spritewing
ID: 47922^6
Grants titles: of the Plane of Innovation, of the Plane of Justice, of the Plane of Knowledge, of the Plane of Mischief, of the Plane of Nightmare
ID: 47923^6
Grants titles: Attendant, Barber, Cobbler, Exterminator, Haberdasher, Herbalist, Investigator, Librarian, Moneylender, Shopkeep
ID: 47924^6
Grants titles: the Boomerang, the Cestus, the Crossbow, the Cudgel, the Halberd, the Longbow, the Morning Star, the Sling, the Stiletto, the Whip
ID: 47925^6
Grants titles: the Weasel, the Squid, the Mouse, the Condor, the Beetle
ID: 47926^6
Grants titles: the Clumsy, the Fool, the Pathetic, the Worthless, the Ridiculous
ID: 47927^6
Grants titles: the Fire-Eater, the Juggler, the Acrobat, the Sword-Swallower, the Knife Thrower
ID: 47928^6
Grants titles: Wolf Fang, Iron Gauntlet, Deathhand, Brightstar, Manabringer
ID: 47929^6
Grants titles: the Lightning Helix, the Chaos Blaze, the Last Breath, the Mana Sieve, the Spellbreaker's Armor
ID: 47930^6
Grants titles: the Earthquake, the Tsunami, the Flood, the Blizzard, the Epidemic
ID: 47931^6
Grants titles: the Gloomy, the Ripper, the Sunrise, the Finder, the Fortress
ID: 47932^6
Grants titles: the Owlbear, the Wisp, the Treant, the Siren, the Ooze
ID: 47933^6
Grants titles: Strife Herald, The Limitless, Mad Bull, Silverwind, Silentshot
ID: 47934^6
Grants titles: Bailiff, Chimney Sweep, Siege Engineer, Interpreter, Mime, Server, Arms Dealer, Treasure Hunter, Author, Farrier
ID: 47935^6
Grants titles: Conductor, Drummer, Fiddler, Flutist, Singer
ID: 47936^6
Grants titles: the Cat Lover, the Dog Lover, the Bird Lover, the Reptile Lover, the Braxi Lover
ID: 47937^6
Grants titles: the Ruby, the Diamond, the Sapphire, the Emerald, the Amethyst
ID: 47938^6
Grants titles: the Diseased, the Sickly, the Contagious, the Agonized, the Doomed
ID: 47939^6
Grants titles: the Joyful, the Happy, the Blissful, the Sunny, the Warm
ID: 47940^6
Grants titles: the Opal, the Agate, the Pearl, the Topaz, the Malachite
ID: 47941^6
Grants titles: the Mistake, the Useless, the Living Disaster, the Loser, the Failure
ID: 47942^6
Grants titles: Commodore, Corporal, Grenadier, Conscript, Ensign
ID: 47943^6
Grants titles: the Dark Soldier, the Glory Seeker, the Unbreakable, the Lithe, the Brilliant
ID: 47944^6
Grants titles: Scurvy Dog, Landlubber, Matey, Scourge of the Sea, Mangy Cur
ID: 47945^6
Grants titles: the Weird, the Freak, the Bizarre, the Twisted, the Outcast
ID: 47946^6
Grants titles: Gnome Kicker, Gnome Punter, Gnome Crusher, Gnome Fan, Gnome Hugger
ID: 47947^6
Grants titles: Joker, Funny, Comedian, Silly, Prankster
ID: 47948^6
Grants titles: the Cowardly, the Weepy, the Terrified, the Fearful, the Horrified
ID: 47949^6
Grants titles: the Enraged, the Hateful, the Annoyed, the Vexed, the Wrathful
ID: 47950^6
Grants titles: the Iron, the Platinum, the Silver, the Gold, the Steel
ID: 47951^6
Grants titles: the Rose, the Orchid, the Iris, the Lotus, the Nightshade
ID: 47952^6
Teleports you. Somewhere.
ID: 47970^6
Collects a water sample and duplicates itself, allowing unlimited collecting of samples.
ID: 48013^6
Target moves and attacks more slowly.
ID: 48014^6
Instant
ID: 48015^6
Causes the target to be unable to act.
ID: 48016^6
Instant
ID: 48017^6
Instant
ID: 48018^6
Harms the target and prevents use of spells and combat abilities.
ID: 48019^6
Causes immediate and continuing damage.
ID: 48020^6
Instant
ID: 48021^6
Instant
ID: 48022^6
Causes target to be blinded.
ID: 48023^6
Instant
ID: 48024^6
Causes immediate and continuing damage.
ID: 48025^6
Drains mana from the target.
ID: 48026^6
Instant
ID: 48027^6
Drains endurance from the target.
ID: 48028^6
Slows targets movement and attack speed while causing damage over time.
ID: 48029^6
Damages and knocks back the target.
ID: 48030^6
Target can no longer restore life to another. The connection to life forces is too weak.
ID: 48031^6
Slows targets movement and attack speed while causing damage over time.
ID: 48032^6
Paralyzes the target.
ID: 48033^6
Instant
ID: 48034^6
Causes damage and prevents the target from casting spells or using most abilities.
ID: 48035^6
Weakens the target and makes their corpse vulnerable to necromantic magic.
ID: 48036^6
Damages and stuns the target.
ID: 48037^6
Slows movement and attack speed, inflicts damage over time, and reduces incoming healing effects.
ID: 48038^6
Increases maximum hit points and armor.
ID: 48039^6
Gives target a chance to stun opponents with melee attacks.
ID: 48040^6
Gives target a chance to gain health with melee attacks.
ID: 48041^6
Instant
ID: 48042^6
Instant
ID: 48043^6
Harms and slows the movement of the target.
ID: 48044^6
Instant
ID: 48045^6
Harms and slows the melee attacks of the target.
ID: 48046^6
Causes the target damage over time.
ID: 48047^6
Damages target and pulls them into the maelstrom.
ID: 48048^6
Makes target immune to most harmful spells.
ID: 48049^6
Instant
ID: 48050^6
Instant
ID: 48051^6
Instant
ID: 48052^6
Instant
ID: 48053^6
Instant
ID: 48054^6
Instant
ID: 48055^6
Damages target, slows movement, and makes it almost impossible for them to dodge or block attacks.
ID: 48056^6
Instant
ID: 48057^6
Instant
ID: 48060^6
Instant
ID: 48061^6
Target can no longer double attack and has an increased chance to fizzle spells. Damage is also taken.
ID: 48062^6
Instant
ID: 48063^6
Instant
ID: 48064^6
Target stops levitating, loses mana, and takes damage.
ID: 48065^6
Target's maximum hit points are lowered.
ID: 48066^6
Instant
ID: 48067^6
Target will have spells interrupted and take damage. Movement can dispel this effect.
ID: 48068^6
Target is protected from a potential energy charge. Movement will dispel this effect.
ID: 48069^6
Instant
ID: 48070^6
Pulls the target toward the Spark Worker.
ID: 48071^6
Instant
ID: 48072^6
Instant
ID: 48073^6
Target will turn spell attacks into healing.
ID: 48074^6
Instant
ID: 48075^6
Might prevent target's death by massive magical power.
ID: 48976^6
Grants the title " the Green Thumb"
ID: 48977^6
Grants the title " the Soused"
ID: 48990^6
Grants the title " the Frozen"
ID: 50000^6
Open the Book of Bad Poetry, prompting it to read you several passages.
ID: 50001^6
Grants the title " the Relaxed"
ID: 50002^6
Hugging the pillow will cause it to duplicate, producing a Throwing Pillow.
ID: 50003^6
Using this token will reset all spent AA points, allowing you to spend the points again. You cannot earn additional AA points until you have less than 30 unspent points.
ID: 50004^6
Open the bag and collect the money inside.
ID: 50005^6
Open the bag and collect the currency inside.
ID: 50006^6
Drinking this potion will wipe the memory of any misdeeds you committed against the Wolves of the North. They will treat you as though you are meeting for the first time.
ID: 50007^6
Drinking this potion will wipe the memory of any misdeeds you committed against the Indigo Brotherhood. They will treat you as though you are meeting for the first time.
ID: 50008^6
Drinking this potion will wipe the memory of any misdeeds you committed against the Storm Guard. They will treat you as though you are meeting for the first time.
ID: 50009^6
Drinking this potion will wipe the memory of any misdeeds you committed against the High Guard of Erudin. They will treat you as though you are meeting for the first time.
ID: 50010^6
Drinking this potion will wipe the memory of any misdeeds you committed against the Heretics. They will treat you as though you are meeting for the first time.
ID: 50011^6
Drinking this potion will wipe the memory of any misdeeds you committed against the King AkAnon. They will treat you as though you are meeting for the first time.
ID: 50012^6
Drinking this potion will wipe the memory of any misdeeds you committed against the Guards of Qeynos. They will treat you as though you are meeting for the first time.
ID: 50013^6
Drinking this potion will wipe the memory of any misdeeds you committed against The Freeport Militia. They will treat you as though you are meeting for the first time.
ID: 50014^6
Drinking this potion will wipe the memory of any misdeeds you committed against Faydarks Champions. They will treat you as though you are meeting for the first time.
ID: 50015^6
Drinking this potion will wipe the memory of any misdeeds you committed against the Guardians of the Vale. They will treat you as though you are meeting for the first time.
ID: 50016^6
Drinking this potion will wipe the memory of any misdeeds you committed against the Emerald Warriors. They will treat you as though you are meeting for the first time.
ID: 50017^6
Drinking this potion will wipe the memory of any misdeeds you committed against the Oggok Guards. They will treat you as though you are meeting for the first time.
ID: 50018^6
Drinking this potion will wipe the memory of any misdeeds you committed against DaBashers. They will treat you as though you are meeting for the first time.
ID: 50019^6
Drinking this potion will wipe the memory of any misdeeds you committed against the residents of Thurgadin. They will treat you as though you are meeting for the first time.
ID: 50020^6
Drinking this potion will wipe the memory of any misdeeds you committed against the residents of Kael Drakkel. They will treat you as though you are meeting for the first time.
ID: 50021^6
Drinking this potion will wipe the memory of any misdeeds you committed against the residents of Skyshrine. They will treat you as though you are meeting for the first time.
ID: 50022^6
Summons some "sheep" to help you count your way to sleep.
ID: 50023^6
Activates your contract with the special mercenary. Hadya Ware in Plane of Knowledge will allow you to finish up the paperwork and hire the mercenary.
ID: 50024^6
Activates your contract with the special mercenary. Hadya Ware in Plane of Knowledge will allow you to finish up the paperwork and hire the mercenary.
ID: 50025^6
Greatly damages blue avengers.
ID: 50026^6
Greatly damages green avengers.
ID: 50027^6
Greatly damages red avengers.
ID: 50028^6
Greatly damages white avengers.
ID: 50029^6
Confers upon you the hatred of your target.
ID: 50030^6
Renders your target vulnerable to poison.
ID: 50031^6
Renders your target vulnerable to corruption.
ID: 50032^6
Renders your target vulnerable to cold.
ID: 50033^6
Renders your target vulnerable to fire.
ID: 50034^6
You're not sure what might happen.
ID: 50035^6
Grants the title " the Grimp"
ID: 50036^6
Grants the title " of the Frost"
ID: 50037^6
Grants the title " the Reveler"
ID: 50038^6
Let the rabbit out of it's cage so it can predict when winter will end.
ID: 50039^6
Activates your contract with the special mercenary. Hadya Ware in Plane of Knowledge will allow you to finish up the paperwork and hire the mercenary.
ID: 50040^6
Activates your contract with the special mercenary. Hadya Ware in Plane of Knowledge will allow you to finish up the paperwork and hire the mercenary.
ID: 50041^6
Open the box and grab a treat from inside.
ID: 50042^6
Gives your target some chocolate. Strangely this does not seem to diminish your own bar of chocolate.
ID: 50043^6
Open the package and retrieve the items inside.
ID: 50044^6
Consuming this glyph will grant you the associated AA ability, if you do not already have it.
ID: 50045^6
Reach into the picnic basket for some food or drink.
ID: 50046^6
Look into the Kaleidoscope to see colorful designs.
ID: 50047^6
Unleashes a swarm of ants on the targeted adventurer.
ID: 50048^6
Drop a ground popper firework, which will explode after several seconds.
ID: 50049^6
Plays a fanfare audible to anyone nearby.
ID: 50050^6
Summons an aviak who will lay 6 eggs.
ID: 50051^6
Right-click to preview the contents of this package. Once previewed, you may right-click again to claim the contents.
ID: 50052^6
The dials on the device will spin and stop on random numbers. If at least two dials match numbers, you will win some coin. The higher your level, the greater the value of the prizes.
ID: 50053^6
Has the potential to heal you for up to @1 damage when you bash your enemies.
ID: 50054^6
Forms a cloud of dense air around your feet, allowing you to float slightly off the ground for up to %z.
ID: 50055^6
Use the invocation inscribed on the amulet to nullify Xmiticzin's shield.
ID: 50056^6
Gives a heart of Innoruuk to your target.
ID: 50057^6
Gives a heart of Erollisi Marr to your target.
ID: 50058^6
Activates your contract with the special mercenary. Iauld Atiqa in Plane of Knowledge will allow you to finish up the paperwork and hire the mercenary.
ID: 50059^6
You have reached a new level of understanding in combat, granting you increased attack speed.
ID: 50060^6
Years of killing have honed your ability to wield weapons, granting you increased attack speed.
ID: 50492^6
Grants the title " the Memorializer"
ID: 50493^6
Grants the title " the Friendly"
ID: 50868^6
Activates your contract with the special mercenary. Hadya Ware in Plane of Knowledge will allow you to finish up the paperwork and hire the mercenary.
ID: 50869^6
Activates your contract with the special mercenary. Hadya Ware in Plane of Knowledge will allow you to finish up the paperwork and hire the mercenary.
ID: 50900^6
Grants you a free purchase of a Dwarven melee damage mercenary. You will still need to pay upkeep for this mercenary, and if you dismiss this mercenary, you will have to pay for it in the future.
ID: 50934^6
Throws a Battle Orb at your enemies.
ID: 51000^6
Your command causes your pet to repeatedly strike enemies with an obedient fury, causing 3000 damage per strike. If you have a fire pet, your command will cause your pet to grant you a portion of their power. This power will increase the damage of Bolt of Molten Magma by 6000.
ID: 51001^6
Your command causes your pet to repeatedly strike enemies with an obedient fury, causing 3375 damage per strike. If you have a fire pet, your command will cause your pet to grant you a portion of their power. This power will increase the damage of Bolt of Molten Magma by 6750.
ID: 51002^6
Your command causes your pet to repeatedly strike enemies with an obedient fury, causing 3750 damage per strike. If you have a fire pet, your command will cause your pet to grant you a portion of their power. This power will increase the damage of Bolt of Molten Magma by 7500.
ID: 51003^6
Your command causes your pet to repeatedly strike enemies with an obedient fury, causing 4000 damage per strike. If you have a fire pet, your command will cause your pet to grant you a portion of their power. This power will increase the damage of Bolt of Molten Magma by 8000.
ID: 51004^6
Your command causes your pet to repeatedly strike enemies with an obedient fury, causing 4500 damage per strike. If you have a fire pet, your command will cause your pet to grant you a portion of their power. This power will increase the damage of Bolt of Molten Magma by 9000.
ID: 51005^6
Your command causes your pet to repeatedly strike enemies with an obedient fury, causing 5000 damage per strike. If you have a fire pet, your command will cause your pet to grant you a portion of their power. This power will increase the damage of Bolt of Molten Magma by 10000.
ID: 51006^6
Your command causes your pet to repeatedly strike enemies with an obedient fury, causing 4500 damage per strike. If you have a fire pet, your command will cause your pet to grant you a portion of their power, increasing the damage of Bolt of Molten Magma by 9000.
ID: 51007^6
Your command causes your pet to repeatedly strike enemies with an obedient fury, causing 5625 damage per strike. If you have a fire pet, your command will cause your pet to grant you a portion of their power, increasing the damage of Bolt of Molten Magma by 11250.
ID: 51008^6
Your command causes your pet to repeatedly strike enemies with an obedient fury, causing 6000 damage per strike. If you have a fire pet, your command will cause your pet to grant you a portion of their power, increasing the damage of Bolt of Molten Magma by 12000.
ID: 51009^6
Your command causes your pet to repeatedly strike enemies with an obedient fury, causing 7500 damage per strike. If you have a fire pet, your command will cause your pet to grant you a portion of their power, increasing the damage of Bolt of Molten Magma by 15000.
ID: 51010^6
Your command causes your pet to strike enemies with an obedient fury, causing 7500 damage per strike. If you have a fire pet, they will grant you a portion of their power, increasing the damage of Bolt of Molten Shieldstone by 12000.
ID: 51011^6
Your command causes your pet to strike enemies with an obedient fury, causing 9375 damage per strike. If you have a fire pet, they will grant you a portion of their power, increasing the damage of Bolt of Molten Shieldstone by 15000.
ID: 51012^6
Your command causes your pet to strike enemies with an obedient fury, causing 10000 damage per strike. If you have a fire pet, they will grant you a portion of their power, increasing the damage of Bolt of Molten Shieldstone by 16000.
ID: 51013^6
Your command causes your pet to strike enemies with an obedient fury, causing 12500 damage per strike. If you have a fire pet, they will grant you a portion of their power, increasing the damage of Bolt of Molten Shieldstone by 20000.
ID: 51733^6
This effect grants the drinker an animalistic disguise that should be sufficient enough to fool the diseased animals of Monkey Rock.
ID: 51734^6
This effect grants the bearer the ability to heat things up extremely quickly.
ID: 51755^6
This effect will cleanse the corrupted fungal growths in the corrupted fungus patch.
ID: 51756^6
This effect will combine the fungal spores and crystalline water you found into an antidote that can be used to cure various fungal ailments.
ID: 51757^6
This effect will combine the fungal spores and crystalline water you found into an antidote that can be used to cure various fungal ailments.
ID: 51758^6
This effect will cure the various fungal ailments you may encounter in this area.
ID: 51792^6
Open the magical pack and choose an ornament.
ID: 51980^6
Use this item to track your participation in beta. This is tracked per ACCOUNT not per character. A certain threshold of uses will qualify you for a beta reward after the completion of beta. This threshold is decided each beta. This reward will be given after beta but not a specific date after beta, just at a time of our choosing. You need to use these items before you overwrite a character with a new /beta command, or delete the character.
ID: 52196^6
Grants the title " the Dreamer"
ID: 52200^6
Use this item to add an extra character slot. You may only be able to use a total of three of these items.
ID: 52546^6
Stop that yawning!
ID: 52656^6
Clicking this item will consume it. Upon consumption this item will bind a neighborhood to your guild. Only people in your guild will be able to own plots within this neighborhood. NOTE! The neighborhood belongs to the GUILD and not to the person that uses this item.
ID: 52755^7
Objects of Creation
ID: 52767^7
Mephit Keys
ID: 53000^1
Mana Pyre
ID: 53000^2
Mana
ID: 53000^3
Pyre
ID: 53000^4
This ability allows you to channel up to 12000 mana into a raw, unfocused blast of pure magical energy aimed at your target.
ID: 53001^1
Armor of The Mind
ID: 54002^1
SOF-Examine
ID: 54004^1
Dead Beguilement
ID: 54005^1
Hunter's Heart
ID: 54006^1
Blast of Anger
ID: 54006^2
Blast of
ID: 54006^3
Anger
ID: 54006^4
When active this ability will fill your foe with a large amount of hate for you. Additional ranks increase the potency of this effect.
ID: 54008^1
SOF-Examine
ID: 54009^1
Beguiler's Banishment
ID: 54009^2
Beguiler's
ID: 54009^3
Banishment
ID: 54009^4
Has a chance to forcibly move some enemies around you away from you and cause them to forget that you exist.
ID: 54010^1
Beguiler's Directed Banishment
ID: 54010^2
Beguiler's Dir
ID: 54010^3
Banishment
ID: 54010^4
Has a chance to forcibly move your target away from you and cause them to forget that you exist.
ID: 54857^6
Absorbs incoming melee damage for a short period of time.
ID: 54928^6
Activates your contract with the special mercenary. Hadya Ware in Plane of Knowledge will allow you to finish up the paperwork and hire the mercenary.
ID: 54929^6
Activates your contract with the special mercenary. Hadya Ware in Plane of Knowledge will allow you to finish up the paperwork and hire the mercenary.
ID: 54930^6
Activates your contract with the special mercenary. Hadya Ware in Plane of Knowledge will allow you to finish up the paperwork and hire the mercenary.
ID: 54931^6
Activates your contract with the special mercenary. Hadya Ware in Plane of Knowledge will allow you to finish up the paperwork and hire the mercenary.
ID: 54932^6
Activates your contract with the special mercenary. Hadya Ware in Plane of Knowledge will allow you to finish up the paperwork and hire the mercenary.
ID: 55431^6
Clicking this item will allow you to chose one of four different horses.
ID: 55544^6
Pull the lever to spin the dials and see if you win.
ID: 56061^6
Grants the title " the Sated"
ID: 56066^6
Pricks your finger, spilling blood on the floor.
ID: 56067^6
Swings the pick in an attempt to mine some ore.
ID: 56174^6
Smash a pumpkin in the pumpkin smasher.
ID: 56992^6
Records your deeds within your book, allowing your legend to grow. You must record them while the events are fresh in your mind.
ID: 57134^6
Pick a direction, any direction!
ID: 58680^6
Brings power to the steel carts and the floating tower.
ID: 58772^6
Using this device will transport you to the docks in Argath.
ID: 60000^6
Your melee attacks are slowed.
ID: 60352^7
Silver Steamwork Gears
ID: 60362^7
Hardened Steel Spurs
ID: 60363^7
Annealed Mana Conductors
ID: 60364^7
Bipolar Interlocks
ID: 60365^7
Ionized Pinions
ID: 63161^6
This item will make certain beings believe that you have completed the raids in East Wastes: Zeixshi-Kar's Awakening and Shard's Landing.
ID: 63162^6
This Item will make certain beings believe that you have completed the raids in The Breeding Grounds, Chapterhouse of the Fallen, Grelleth's Palace and Evantil, the Vile Oak.
ID: 63855^7
Stones of the Crystal Circle
ID: 64350^6
See! Rabbits!
ID: 64705^6
Clicking this item will offer you the chance to change your pet's name. Once you change the name the change is permanent. If you choose a name that breaks community standards, customer service will reset the name and you will not be offered a refund.
ID: 64707^6
Eat these mushrooms for a trippy experience.
ID: 64715^6
Clicking this item will offer you the chance to change your mercenary's name. Once you change the name the change is permanent. If you choose a name that breaks community standards, customer service will reset the name and you will not be offered a refund.
ID: 66252^6
Pours ooze over your target.
ID: 66254^6
Applies healing salve to your target.
ID: 66315^7
Dragonscale Skystrider Saddle
ID: 66649^6
Open the package to reveal: Standard Guild Hall, a Collection of Standard Guild Furnishings, a Collection of Standard Guild Services, and a Collection of Extra Guild Furnishings.
ID: 66650^6
Open the package to reveal: Grand Guild Hall, a Collection of Standard Guild Furnishings, a Collection of Standard Guild Services, and a Collection of Extra Guild Furnishings.
ID: 66651^6
Open the package to reveal: Palatial Guild Hall, a Collection of Standard Guild Furnishings, a Collection of Standard Guild Services, and a Collection of Extra Guild Furnishings.
ID: 66652^6
Open the box to reveal: a Decorative Augmentation Sealer, a Guild Brewing Barrel, a Guild Forge, a Guild Hall Left Counter, a Guild Hall Right Counter, a Guild Kiln, a Guild Loom, a Guild Oven, a Guild Pottery Wheel, and a Statue of the Altruistic Valorian.
ID: 66653^6
Open the box to reveal: a Friendly Guild General Supply Merchant, a Friendly Guild Guild-Banker, a Friendly Guild Guild-Tribute Master, a Friendly Guild Personal-Banker, a Friendly Guild Personal-Tribute Master, a Friendly Guild Teleportation Assistant, a Guild Regeneration Pool, and a Guild Teleportation Device.
ID: 66654^6
Open the box to reveal: a Guild Alchemy Table, a Guild Fletching Table, a Guild Fly Making Bench, a Guild Ice Cream Churn, a Guild Jewelry Making Table, a Guild Mixing Bowl, a Guild Poisoncrafting Table, and a Guild Tinkering Table.
ID: 66656^6
This complex device allows you to modify the appearance of some guild hall assistants.
ID: 66661^6
Open the package to reveal: Modest Guild Hall, a Collection of Standard Guild Furnishings, a Collection of Standard Guild Services, and a Collection of Extra Guild Furnishings.
ID: 67653^7
Breakdown in Communication
ID: 79597^6
A magical gift that can only be opened once.
ID: 79722^7
Circum
ID: 79901^7
Combine Signet Ring
ID: 80035^7
Shrunken Head
ID: 80496^6
Rotates the gears and measures your progress in an everlasting challenge.
ID: 80497^6
Rotates the gears and measures your progress in an everlasting challenge.
ID: 80498^6
Rotates the gears and measures your progress in an everlasting challenge.
ID: 80499^6
Rotates the gears and measures your progress in an everlasting challenge.
ID: 81102^6
Rotates the gears and measures your progress in a dragon slaying challenge.
ID: 81250^7
Stones of Power
ID: 85464^6
Tills rocky soil on the Miller's farm.
ID: 85571^7
Werewolf Skull
ID: 85612^7
Spirit Cloak
ID: 86153^7
Signet of Gannar
ID: 86154^7
Mantle of Inasch
ID: 86155^7
Rage of Rolfron
ID: 86156^7
Kijarl's Ring of Negation
ID: 86157^7
Soul of the Grandmaster
ID: 86158^7
Sigil of the Blade
ID: 86159^7
Sigil of Thokk
ID: 86160^7
The Heart of Narikor
ID: 86161^7
Left Eye of Gyrup
ID: 86162^7
Stone of Judgement
ID: 86163^7
Rune of Tallon
ID: 87578^7
Greater Remnants of War
ID: 87984^7
Lesser Remnants of War
ID: 88423^6
Drink the weird liquid inside.
ID: 88424^6
Set the explosive bugs on the drum chamber
ID: 88430^6
Release tracking bugs to latch onto your target.
ID: 88431^6
Release tracking bugs to latch onto your target.
ID: 88432^6
Combine five Volatile Components to destroy a catapult.
ID: 88433^6
Poke at the invention.
ID: 88434^6
Blow fire on a weakened spider or egg sack.
ID: 88435^6
Throw the liquid onto the face of a bixie.
ID: 88436^6
Try to create an antivenom from all available poison samples.
ID: 88441^6
Disguise yourself as a bixie soldier.
ID: 88443^6
Knock-out a weakened young bixie soldier.
ID: 88444^6
Rub healing honey into an injury.
ID: 88446^6
Attempt to Revive Engineer Friliim.
ID: 88447^6
Line up the perfect throw at a cliknar guard.
ID: 88449^6
Refine these materials at the cliknar's stolen forge.
ID: 88451^6
Plant an explosive seed near the edge of the bridge.
ID: 88452^6
Plant a Boom Bloom, which explodes when a cliknar steps on it.
ID: 88456^6
Summon butterfly battlemounts to defend the camp.
ID: 88459^6
Summon a mighty tempest.
ID: 88464^6
Escape to Tamrel.
ID: 88467^6
Summoning First Lieutenant Ess Pekky's ogre soldiers.
ID: 88543^6
Plant a Zoom Shroom, which heals and boosts the movement speed of a group member that steps on it.
ID: 88544^6
Summon two die-hard Thunder Gun fans to fight alongside you.
ID: 89441^6
This essence can be activated to create an item of power... Or not.
ID: 89947^6
Creates two items: Guise of the Ancient Gods and Metamorph Totem: Ancient Gods.
ID: 94938^7
Bloodstained Shoulders
ID: 95001^7
Alchemist Trophy
ID: 95008^7
Baker Trophy
ID: 95015^7
Brewer Trophy
ID: 95022^7
Fletcher Trophy
ID: 95029^7
Jeweler Trophy
ID: 95036^7
Toxicologist Trophy
ID: 95043^7
Potter Trophy
ID: 95050^7
Smith Trophy
ID: 95057^7
Researcher Trophy
ID: 95064^7
Tailor Trophy
ID: 95071^7
Mechanist Trophy
ID: 95205^7
Alchemist Carry-All
ID: 95211^7
Baker Carry-All
ID: 95217^7
Brewer Carry-All
ID: 95223^7
Fletcher Carry-All
ID: 95229^7
Jeweler Carry-All
ID: 95235^7
Toxicologist Carry-All
ID: 95241^7
Potter Carry-All
ID: 95247^7
Smith Carry-All
ID: 95253^7
Researcher Carry-All
ID: 95259^7
Tailor Carry-All
ID: 95265^7
Mechanist Carry-All
ID: 99461^6
Allows the harvesting of fire coral in the Caverns of Endless Song.
ID: 99462^6
Places a portion of the plant food on a fungus patch in the Caverns of Endless Song.
ID: 99463^6
Stab your target to inflict them with inferno venom.
ID: 100182^6
Creates a cascade of magical energy that surrounds the target.
ID: 100307^6
Drops a decaying pumpkin on the ground.
ID: 100308^6
Poisons tidepools.
ID: 100309^6
Repels creatures of steel.
ID: 100488^6
Raptors love to eat these eggs.
ID: 100943^6
Places a Zek soldier at your location.
ID: 100944^6
Places a Zek archer at your location.
ID: 100945^6
Places a Sol Ro fire lord at your location.
ID: 100946^6
Places a Sol Ro dark smoker at your location.
ID: 100947^6
Places a Zek bruiser at your location.
ID: 100948^6
Places a Sol Ro soother at your location.
ID: 100949^6
Places a Sol Ro ash breather at your location.
ID: 102449^6
Places a chastity helmet on a brother.
ID: 102464^6
Place an announcement for Thubr's service.
ID: 102471^6
Attempt to disrupt Combine magic.
ID: 102473^6
Plays back holograms in Arx Mentis.
ID: 102477^6
Dagger given to you by Dreezil to stab Holmein the Hated
ID: 102700^7
Glume'Inas
ID: 102704^7
Wyvern-Hoop
ID: 102706^7
Taniza
ID: 102709^7
Aurakia
ID: 102714^7
Scale Shroud
ID: 102716^7
Heor`Otor
ID: 102721^7
Blosseron
ID: 102724^7
Giovin
ID: 102727^7
Nyseng
ID: 102729^7
Amoger
ID: 102732^7
Blastertron
ID: 102736^7
Gyroscopic
ID: 102739^7
Translatron
ID: 102743^7
Gearplate
ID: 102746^7
Recurvinator
ID: 102748^7
Moonfang Shield
ID: 102753^7
Eartackle
ID: 102756^7
Button-Holer
ID: 102759^7
Beer Goggle
ID: 102762^7
Clockwork-Beater
ID: 102765^7
Sinister Ring
ID: 102768^7
Eldritch Ring
ID: 102771^7
Accursed Mask
ID: 102774^7
Wegar's Lantern
ID: 102800^7
Sunflame
ID: 102807^7
Laaka
ID: 102814^7
Coprinus
ID: 102821^7
Blazon
ID: 102828^7
Jidarn
ID: 102835^7
Heuthlor
ID: 102842^7
Grenth
ID: 102849^7
Mantoc
ID: 106285^6
Renders the thel ereth ril vulnerable.
ID: 108001^6
Summons an appropriate piece of Consigned Armor for the caster.
ID: 108002^6
Unsheaths an appropriate weapon for the caster.
ID: 108282^6
Opens a jewelry box to reveal an appropriate item for the caster.
ID: 108283^6
Opens a sealed pouch to reveal an appropriate item for the caster.
ID: 108284^6
Opens a crate to reveal an appropriate item for the caster.
ID: 111788^6
Stop that!
ID: 117570^6
Grants the title " the Haunted"
ID: 120366^6
Share the purity of Melretia's teachings.
ID: 120367^6
Heroes become legends, legends become gods...
ID: 120378^7
Tears of Alaris
ID: 124633^6
Read the collection of letters?
ID: 127020^6
There is something strange about this stone...
ID: 128381^6
Focuses the energy of the Frozen Key to open a way forward.
ID: 132787^7
Accursed Grin of Malevolence
ID: 133137^7
Wretched Skull Ring
ID: 133170^7
Frozen Orbs
ID: 133406^7
Burden of Truth
ID: 142299^6
Grants a character transfer to another server on the same account. More information is available under Item information below.
ID: 190331^6
Shows your target their reflection in the mirror.
ID: 190332^6
Offer your target some deliciously dangerous Jumjum pie to show them just exactly how you feel about them.
ID: 190333^6
Swing the pick with enough force to break apart even the strongest stone.
ID: 190334^6
Strike at your targets face with this broken bottle to show them just exactly how you feel about them.
ID: 190335^6
Your target will see you as a stunning Tier`Dal of days long past.
ID: 190336^6
Violently cracks the spine of your target. Not a pleasant exercise for either you or them.
ID: 190337^6
Read a choice passage from this diary. Not for children or the faint of heart.
ID: 190338^6
Challenge your target to a shouting match. An angering and exhausting exercise.
ID: 190339^6
The sound of this bell would likely make the feline's owner quite reminiscent.
ID: 190340^6
This glove is a slap in the face!
ID: 190341^6
The silky hair of this drachnid might be meaningful to someone in particular.
ID: 190342^6
Some people can't get enough of silly love songs.
ID: 190996^6
Unlocks Balthazar's family chest.
ID: 197425^6
Infuses Rulnavian defenders with power.
ID: 197429^6
Lures any sabateurs hiding in Castle Rulnavis.
ID: 197435^6
Searches bookshelves for the books Gromluk wants you to read.
ID: 197459^6
Cuts wood from the Field of Blood.
ID: 197466^6
Causes the innards of a colossus to start melting and makes it malfunction.
ID: 197472^6
Deploys the colossus filled with the souls you rescued from Narikor. Must be used when not under fire by archers.
ID: 197482^6
Mines the rocks in Narikor for ore.
ID: 197492^6
In the Forge, use an anvil to craft an empty barrel out of these components.
ID: 197495^6
Announces plans for rebellion and angers slavers.
ID: 197496^6
The slaves would love to see his face smashed in.
ID: 197499^6
Destroy the forge and prove the worth of the slaves in Narikor.
ID: 197502^6
Pulls you onto ledges in the second floor basement of the Tower of Rot.
ID: 197509^6
Guides you to concentrations of Scion blood.
ID: 197647^6
Purges your body of rot for a short time.
ID: 200000^34
has earned the EverQuest achievement "5th Anniversary Task" (Completed the 5th anniversary scavenger hunt.)
ID: 200000^35
has earned the EverQuest achievement "5th Anniversary Task" (Completed the 5th anniversary scavenger hunt.)
ID: 200005^34
has earned the EverQuest achievement "6th Anniversary Task" (Completed the 6th anniversary scavenger hunt.)
ID: 200005^35
has earned the EverQuest achievement "6th Anniversary Task" (Completed the 6th anniversary scavenger hunt.)
ID: 200010^34
has earned the EverQuest achievement "7th Anniversary Tasks" (Completed a 7th anniversary scavenger hunt.)
ID: 200010^35
has earned the EverQuest achievement "7th Anniversary Tasks" (Completed a 7th anniversary scavenger hunt.)
ID: 200015^34
has earned the EverQuest achievement "8th Anniversary Task" (Completed the 8th anniversary scavenger hunt.)
ID: 200015^35
has earned the EverQuest achievement "8th Anniversary Task" (Completed the 8th anniversary scavenger hunt.)
ID: 200020^34
has earned the EverQuest achievement "9th Anniversary Task" (Completed the 9th anniversary scavenger hunt.)
ID: 200020^35
has earned the EverQuest achievement "9th Anniversary Task" (Completed the 9th anniversary scavenger hunt.)
ID: 200025^34
has earned the EverQuest achievement "10th Anniversary Tasks" (Completed all of the 10th anniversary tasks.)
ID: 200025^35
has earned the EverQuest achievement "10th Anniversary Tasks" (Completed all of the 10th anniversary tasks.)
ID: 200030^34
has earned the EverQuest achievement "11th Anniversary Tasks" (Completed the 11th anniversary task and mission.)
ID: 200030^35
has earned the EverQuest achievement "11th Anniversary Tasks" (Completed the 11th anniversary task and mission.)
ID: 200031^34
has earned the EverQuest achievement "11th Anniversary Raid" (Completed the 11th anniversary raid.)
ID: 200031^35
has earned the EverQuest achievement "11th Anniversary Raid" (Completed the 11th anniversary raid.)
ID: 200035^34
has earned the EverQuest achievement "12th Anniversary Tasks" (Completed all of the 12th anniversary tasks.)
ID: 200035^35
has earned the EverQuest achievement "12th Anniversary Tasks" (Completed all of the 12th anniversary tasks.)
ID: 200036^34
has earned the EverQuest achievement "12th Anniversary Raids" (Completed the 12th anniversary raid events.)
ID: 200036^35
has earned the EverQuest achievement "12th Anniversary Raids" (Completed the 12th anniversary raid events.)
ID: 200040^34
has earned the EverQuest achievement "13th Anniversary Tasks" (Completed all of the 13th anniversary tasks.)
ID: 200040^35
has earned the EverQuest achievement "13th Anniversary Tasks" (Completed all of the 13th anniversary tasks.)
ID: 200041^34
has earned the EverQuest achievement "13th Anniversary Raid" (Completed the 13th anniversary raid event.)
ID: 200041^35
has earned the EverQuest achievement "13th Anniversary Raid" (Completed the 13th anniversary raid event.)
ID: 200045^34
has earned the EverQuest achievement "13th Anniversary Tasks (Bonus.)" (Uncovered some unlucky secrets.)
ID: 200045^35
has earned the EverQuest achievement "13th Anniversary Tasks (Bonus.)" (Uncovered some unlucky secrets.)
ID: 234039^6
Will spread oil over a surface.
ID: 234097^6
Will leave coal dust on objects.
ID: 234099^6
Use this ember to light fires.
ID: 234995^6
Set a bomb to be activated later.
ID: 234996^6
Spread cleaning fluid over an object.
ID: 236624^6
Activates your contract with the special mercenary. Hadya Ware in Plane of Knowledge will allow you to finish up the paperwork and hire the mercenary.
ID: 243496^6
Reach into the pack to retrieve your potion.
ID: 243829^6
Grants you the ability to purchase a mercenary that resembles a scarecrow.
ID: 243849^6
Grants access to mercenaries that resemble a scarecrow, and grants you the title: the Gravedigger
ID: 243933^6
Grants the title "The Timeless"
ID: 243936^6
Start the party.
ID: 243940^6
Reach into the pack to retrieve your jewelry.
ID: 243987^6
Extract a useful poison from Chalandria's Fang. Rogues are more skilled and can draw a more potent poison.
ID: 243990^6
Grants you the custom title: the Truthkeeper
ID: 243991^6
Grants you the custom title: the Eagle Eye
ID: 244494^6
Grants the title ", Army of Light Regular"
ID: 244495^6
Grants the title ", Obliteration Army Regular"
ID: 244498^6
Clicking this item will offer you the chance to change your race and/or religion. Once you complete the change, it is permanent.
ID: 245192^6
Summons a clockwork that knows how to party.
ID: 245194^6
Pressing one of these buttons will do something.
ID: 245195^6
Clicking this item will offer you the chance to change your name. Once you change your name the change is permanent.
ID: 245196^6
Clicking this item will allow you to change your gender. Once you complete the change it will be permanent.
ID: 245313^6
Sinks your target's feet into the ground, causing damage, increasing hatred, and preventing movement for up to %z.
ID: 245314^6
Absorbs #4 percent of incoming damage that exceeds $4 in one hit. Will fade after absorbing a total of @4 points of damage.
ID: 366513^6
Swiftly burns the canvas of tents.
ID: 366518^6
A totem that reveals invisible crystal creatures.
ID: 366521^6
Focuses light into a powerful beam to slay Lord Syrkl's undead.
ID: 366525^6
Augments clay, crystal, and flesh creatures in Xorbb's Valley if they are weak enough.
ID: 366526^6
Casts a magical barrier around you.
ID: 555050^34
has earned the EverQuest achievement "Fishing (50)" (Reached 50 skill in Fishing.)
ID: 555050^35
has earned the EverQuest achievement "Fishing (50)" (Reached 50 skill in Fishing.)
ID: 555100^34
has earned the EverQuest achievement "Fishing (100)" (Reached 100 skill in Fishing.)
ID: 555100^35
has earned the EverQuest achievement "Fishing (100)" (Reached 100 skill in Fishing.)
ID: 555150^34
has earned the EverQuest achievement "Fishing (150)" (Reached 150 skill in Fishing.)
ID: 555150^35
has earned the EverQuest achievement "Fishing (150)" (Reached 150 skill in Fishing.)
ID: 555200^34
has earned the EverQuest achievement "Fishing (200)" (Reached 200 skill in Fishing.)
ID: 555200^35
has earned the EverQuest achievement "Fishing (200)" (Reached 200 skill in Fishing.)
ID: 555250^34
has earned the EverQuest achievement "Fishing (250)" (Reached 250 skill in Fishing.)
ID: 555250^35
has earned the EverQuest achievement "Fishing (250)" (Reached 250 skill in Fishing.)
ID: 555300^34
has earned the EverQuest achievement "Fishing (300)" (Reached 300 skill in Fishing.)
ID: 555300^35
has earned the EverQuest achievement "Fishing (300)" (Reached 300 skill in Fishing.)
ID: 555350^34
has earned the EverQuest achievement "Fishing (350)" (Reached 350 skill in Fishing.)
ID: 555350^35
has earned the EverQuest achievement "Fishing (350)" (Reached 350 skill in Fishing.)
ID: 555400^34
has earned the EverQuest achievement "Fishing (400)" (Reached 400 skill in Fishing.)
ID: 555400^35
has earned the EverQuest achievement "Fishing (400)" (Reached 400 skill in Fishing.)
ID: 555450^34
has earned the EverQuest achievement "Fishing (450)" (Reached 450 skill in Fishing.)
ID: 555450^35
has earned the EverQuest achievement "Fishing (450)" (Reached 450 skill in Fishing.)
ID: 555500^34
has earned the EverQuest achievement "Fishing (500)" (Reached 500 skill in Fishing.)
ID: 555500^35
has earned the EverQuest achievement "Fishing (500)" (Reached 500 skill in Fishing.)
ID: 556050^34
has earned the EverQuest achievement "Poisonmaking (50)" (Reached 50 skill in Poisonmaking.)
ID: 556050^35
has earned the EverQuest achievement "Poisonmaking (50)" (Reached 50 skill in Poisonmaking.)
ID: 556100^34
has earned the EverQuest achievement "Poisonmaking (100)" (Reached 100 skill in Poisonmaking.)
ID: 556100^35
has earned the EverQuest achievement "Poisonmaking (100)" (Reached 100 skill in Poisonmaking.)
ID: 556150^34
has earned the EverQuest achievement "Poisonmaking (150)" (Reached 150 skill in Poisonmaking.)
ID: 556150^35
has earned the EverQuest achievement "Poisonmaking (150)" (Reached 150 skill in Poisonmaking.)
ID: 556200^34
has earned the EverQuest achievement "Poisonmaking (200)" (Reached 200 skill in Poisonmaking.)
ID: 556200^35
has earned the EverQuest achievement "Poisonmaking (200)" (Reached 200 skill in Poisonmaking.)
ID: 556250^34
has earned the EverQuest achievement "Poisonmaking (250)" (Reached 250 skill in Poisonmaking.)
ID: 556250^35
has earned the EverQuest achievement "Poisonmaking (250)" (Reached 250 skill in Poisonmaking.)
ID: 556300^34
has earned the EverQuest achievement "Poisonmaking (300)" (Reached 300 skill in Poisonmaking.)
ID: 556300^35
has earned the EverQuest achievement "Poisonmaking (300)" (Reached 300 skill in Poisonmaking.)
ID: 556350^34
has earned the EverQuest achievement "Poisonmaking (350)" (Reached 350 skill in Poisonmaking.)
ID: 556350^35
has earned the EverQuest achievement "Poisonmaking (350)" (Reached 350 skill in Poisonmaking.)
ID: 556400^34
has earned the EverQuest achievement "Poisonmaking (400)" (Reached 400 skill in Poisonmaking.)
ID: 556400^35
has earned the EverQuest achievement "Poisonmaking (400)" (Reached 400 skill in Poisonmaking.)
ID: 556450^34
has earned the EverQuest achievement "Poisonmaking (450)" (Reached 450 skill in Poisonmaking.)
ID: 556450^35
has earned the EverQuest achievement "Poisonmaking (450)" (Reached 450 skill in Poisonmaking.)
ID: 556500^34
has earned the EverQuest achievement "Poisonmaking (500)" (Reached 500 skill in Poisonmaking.)
ID: 556500^35
has earned the EverQuest achievement "Poisonmaking (500)" (Reached 500 skill in Poisonmaking.)
ID: 557050^34
has earned the EverQuest achievement "Tinkering (50)" (Reached 50 skill in Tinkering.)
ID: 557050^35
has earned the EverQuest achievement "Tinkering (50)" (Reached 50 skill in Tinkering.)
ID: 557100^34
has earned the EverQuest achievement "Tinkering (100)" (Reached 100 skill in Tinkering.)
ID: 557100^35
has earned the EverQuest achievement "Tinkering (100)" (Reached 100 skill in Tinkering.)
ID: 557150^34
has earned the EverQuest achievement "Tinkering (150)" (Reached 150 skill in Tinkering.)
ID: 557150^35
has earned the EverQuest achievement "Tinkering (150)" (Reached 150 skill in Tinkering.)
ID: 557200^34
has earned the EverQuest achievement "Tinkering (200)" (Reached 200 skill in Tinkering.)
ID: 557200^35
has earned the EverQuest achievement "Tinkering (200)" (Reached 200 skill in Tinkering.)
ID: 557250^34
has earned the EverQuest achievement "Tinkering (250)" (Reached 250 skill in Tinkering.)
ID: 557250^35
has earned the EverQuest achievement "Tinkering (250)" (Reached 250 skill in Tinkering.)
ID: 557300^34
has earned the EverQuest achievement "Tinkering (300)" (Reached 300 skill in Tinkering.)
ID: 557300^35
has earned the EverQuest achievement "Tinkering (300)" (Reached 300 skill in Tinkering.)
ID: 557350^34
has earned the EverQuest achievement "Tinkering (350)" (Reached 350 skill in Tinkering.)
ID: 557350^35
has earned the EverQuest achievement "Tinkering (350)" (Reached 350 skill in Tinkering.)
ID: 557400^34
has earned the EverQuest achievement "Tinkering (400)" (Reached 400 skill in Tinkering.)
ID: 557400^35
has earned the EverQuest achievement "Tinkering (400)" (Reached 400 skill in Tinkering.)
ID: 557450^34
has earned the EverQuest achievement "Tinkering (450)" (Reached 450 skill in Tinkering.)
ID: 557450^35
has earned the EverQuest achievement "Tinkering (450)" (Reached 450 skill in Tinkering.)
ID: 557500^34
has earned the EverQuest achievement "Tinkering (500)" (Reached 500 skill in Tinkering.)
ID: 557500^35
has earned the EverQuest achievement "Tinkering (500)" (Reached 500 skill in Tinkering.)
ID: 558050^34
has earned the EverQuest achievement "Research (50)" (Reached 50 skill in Research.)
ID: 558050^35
has earned the EverQuest achievement "Research (50)" (Reached 50 skill in Research.)
ID: 558100^34
has earned the EverQuest achievement "Research (100)" (Reached 100 skill in Research.)
ID: 558100^35
has earned the EverQuest achievement "Research (100)" (Reached 100 skill in Research.)
ID: 558150^34
has earned the EverQuest achievement "Research (150)" (Reached 150 skill in Research.)
ID: 558150^35
has earned the EverQuest achievement "Research (150)" (Reached 150 skill in Research.)
ID: 558200^34
has earned the EverQuest achievement "Research (200)" (Reached 200 skill in Research.)
ID: 558200^35
has earned the EverQuest achievement "Research (200)" (Reached 200 skill in Research.)
ID: 558250^34
has earned the EverQuest achievement "Research (250)" (Reached 250 skill in Research.)
ID: 558250^35
has earned the EverQuest achievement "Research (250)" (Reached 250 skill in Research.)
ID: 558300^34
has earned the EverQuest achievement "Research (300)" (Reached 300 skill in Research.)
ID: 558300^35
has earned the EverQuest achievement "Research (300)" (Reached 300 skill in Research.)
ID: 558350^34
has earned the EverQuest achievement "Research (350)" (Reached 350 skill in Research.)
ID: 558350^35
has earned the EverQuest achievement "Research (350)" (Reached 350 skill in Research.)
ID: 558400^34
has earned the EverQuest achievement "Research (400)" (Reached 400 skill in Research.)
ID: 558400^35
has earned the EverQuest achievement "Research (400)" (Reached 400 skill in Research.)
ID: 558450^34
has earned the EverQuest achievement "Research (450)" (Reached 450 skill in Research.)
ID: 558450^35
has earned the EverQuest achievement "Research (450)" (Reached 450 skill in Research.)
ID: 558500^34
has earned the EverQuest achievement "Research (500)" (Reached 500 skill in Research.)
ID: 558500^35
has earned the EverQuest achievement "Research (500)" (Reached 500 skill in Research.)
ID: 559050^34
has earned the EverQuest achievement "Alchemy (50)" (Reached 50 skill in Alchemy.)
ID: 559050^35
has earned the EverQuest achievement "Alchemy (50)" (Reached 50 skill in Alchemy.)
ID: 559100^34
has earned the EverQuest achievement "Alchemy (100)" (Reached 100 skill in Alchemy.)
ID: 559100^35
has earned the EverQuest achievement "Alchemy (100)" (Reached 100 skill in Alchemy.)
ID: 559150^34
has earned the EverQuest achievement "Alchemy (150)" (Reached 150 skill in Alchemy.)
ID: 559150^35
has earned the EverQuest achievement "Alchemy (150)" (Reached 150 skill in Alchemy.)
ID: 559200^34
has earned the EverQuest achievement "Alchemy (200)" (Reached 200 skill in Alchemy.)
ID: 559200^35
has earned the EverQuest achievement "Alchemy (200)" (Reached 200 skill in Alchemy.)
ID: 559250^34
has earned the EverQuest achievement "Alchemy (250)" (Reached 250 skill in Alchemy.)
ID: 559250^35
has earned the EverQuest achievement "Alchemy (250)" (Reached 250 skill in Alchemy.)
ID: 559300^34
has earned the EverQuest achievement "Alchemy (300)" (Reached 300 skill in Alchemy.)
ID: 559300^35
has earned the EverQuest achievement "Alchemy (300)" (Reached 300 skill in Alchemy.)
ID: 559350^34
has earned the EverQuest achievement "Alchemy (350)" (Reached 350 skill in Alchemy.)
ID: 559350^35
has earned the EverQuest achievement "Alchemy (350)" (Reached 350 skill in Alchemy.)
ID: 559400^34
has earned the EverQuest achievement "Alchemy (400)" (Reached 400 skill in Alchemy.)
ID: 559400^35
has earned the EverQuest achievement "Alchemy (400)" (Reached 400 skill in Alchemy.)
ID: 559450^34
has earned the EverQuest achievement "Alchemy (450)" (Reached 450 skill in Alchemy.)
ID: 559450^35
has earned the EverQuest achievement "Alchemy (450)" (Reached 450 skill in Alchemy.)
ID: 559500^34
has earned the EverQuest achievement "Alchemy (500)" (Reached 500 skill in Alchemy.)
ID: 559500^35
has earned the EverQuest achievement "Alchemy (500)" (Reached 500 skill in Alchemy.)
ID: 560050^34
has earned the EverQuest achievement "Baking (50)" (Reached 50 skill in Baking.)
ID: 560050^35
has earned the EverQuest achievement "Baking (50)" (Reached 50 skill in Baking.)
ID: 560100^34
has earned the EverQuest achievement "Baking (100)" (Reached 100 skill in Baking.)
ID: 560100^35
has earned the EverQuest achievement "Baking (100)" (Reached 100 skill in Baking.)
ID: 560150^34
has earned the EverQuest achievement "Baking (150)" (Reached 150 skill in Baking.)
ID: 560150^35
has earned the EverQuest achievement "Baking (150)" (Reached 150 skill in Baking.)
ID: 560200^34
has earned the EverQuest achievement "Baking (200)" (Reached 200 skill in Baking.)
ID: 560200^35
has earned the EverQuest achievement "Baking (200)" (Reached 200 skill in Baking.)
ID: 560250^34
has earned the EverQuest achievement "Baking (250)" (Reached 250 skill in Baking.)
ID: 560250^35
has earned the EverQuest achievement "Baking (250)" (Reached 250 skill in Baking.)
ID: 560300^34
has earned the EverQuest achievement "Baking (300)" (Reached 300 skill in Baking.)
ID: 560300^35
has earned the EverQuest achievement "Baking (300)" (Reached 300 skill in Baking.)
ID: 560350^34
has earned the EverQuest achievement "Baking (350)" (Reached 350 skill in Baking.)
ID: 560350^35
has earned the EverQuest achievement "Baking (350)" (Reached 350 skill in Baking.)
ID: 560400^34
has earned the EverQuest achievement "Baking (400)" (Reached 400 skill in Baking.)
ID: 560400^35
has earned the EverQuest achievement "Baking (400)" (Reached 400 skill in Baking.)
ID: 560450^34
has earned the EverQuest achievement "Baking (450)" (Reached 450 skill in Baking.)
ID: 560450^35
has earned the EverQuest achievement "Baking (450)" (Reached 450 skill in Baking.)
ID: 560500^34
has earned the EverQuest achievement "Baking (500)" (Reached 500 skill in Baking.)
ID: 560500^35
has earned the EverQuest achievement "Baking (500)" (Reached 500 skill in Baking.)
ID: 561050^34
has earned the EverQuest achievement "Tailoring (50)" (Reached 50 skill in Tailoring.)
ID: 561050^35
has earned the EverQuest achievement "Tailoring (50)" (Reached 50 skill in Tailoring.)
ID: 561100^34
has earned the EverQuest achievement "Tailoring (100)" (Reached 100 skill in Tailoring.)
ID: 561100^35
has earned the EverQuest achievement "Tailoring (100)" (Reached 100 skill in Tailoring.)
ID: 561150^34
has earned the EverQuest achievement "Tailoring (150)" (Reached 150 skill in Tailoring.)
ID: 561150^35
has earned the EverQuest achievement "Tailoring (150)" (Reached 150 skill in Tailoring.)
ID: 561200^34
has earned the EverQuest achievement "Tailoring (200)" (Reached 200 skill in Tailoring.)
ID: 561200^35
has earned the EverQuest achievement "Tailoring (200)" (Reached 200 skill in Tailoring.)
ID: 561250^34
has earned the EverQuest achievement "Tailoring (250)" (Reached 250 skill in Tailoring.)
ID: 561250^35
has earned the EverQuest achievement "Tailoring (250)" (Reached 250 skill in Tailoring.)
ID: 561300^34
has earned the EverQuest achievement "Tailoring (300)" (Reached 300 skill in Tailoring.)
ID: 561300^35
has earned the EverQuest achievement "Tailoring (300)" (Reached 300 skill in Tailoring.)
ID: 561350^34
has earned the EverQuest achievement "Tailoring (350)" (Reached 350 skill in Tailoring.)
ID: 561350^35
has earned the EverQuest achievement "Tailoring (350)" (Reached 350 skill in Tailoring.)
ID: 561400^34
has earned the EverQuest achievement "Tailoring (400)" (Reached 400 skill in Tailoring.)
ID: 561400^35
has earned the EverQuest achievement "Tailoring (400)" (Reached 400 skill in Tailoring.)
ID: 561450^34
has earned the EverQuest achievement "Tailoring (450)" (Reached 450 skill in Tailoring.)
ID: 561450^35
has earned the EverQuest achievement "Tailoring (450)" (Reached 450 skill in Tailoring.)
ID: 561500^34
has earned the EverQuest achievement "Tailoring (500)" (Reached 500 skill in Tailoring.)
ID: 561500^35
has earned the EverQuest achievement "Tailoring (500)" (Reached 500 skill in Tailoring.)
ID: 563050^34
has earned the EverQuest achievement "Smithing (50)" (Reached 50 skill in Smithing.)
ID: 563050^35
has earned the EverQuest achievement "Smithing (50)" (Reached 50 skill in Smithing.)
ID: 563100^34
has earned the EverQuest achievement "Smithing (100)" (Reached 100 skill in Smithing.)
ID: 563100^35
has earned the EverQuest achievement "Smithing (100)" (Reached 100 skill in Smithing.)
ID: 563150^34
has earned the EverQuest achievement "Smithing (150)" (Reached 150 skill in Smithing.)
ID: 563150^35
has earned the EverQuest achievement "Smithing (150)" (Reached 150 skill in Smithing.)
ID: 563200^34
has earned the EverQuest achievement "Smithing (200)" (Reached 200 skill in Smithing.)
ID: 563200^35
has earned the EverQuest achievement "Smithing (200)" (Reached 200 skill in Smithing.)
ID: 563250^34
has earned the EverQuest achievement "Smithing (250)" (Reached 250 skill in Smithing.)
ID: 563250^35
has earned the EverQuest achievement "Smithing (250)" (Reached 250 skill in Smithing.)
ID: 563300^34
has earned the EverQuest achievement "Smithing (300)" (Reached 300 skill in Smithing.)
ID: 563300^35
has earned the EverQuest achievement "Smithing (300)" (Reached 300 skill in Smithing.)
ID: 563350^34
has earned the EverQuest achievement "Smithing (350)" (Reached 350 skill in Smithing.)
ID: 563350^35
has earned the EverQuest achievement "Smithing (350)" (Reached 350 skill in Smithing.)
ID: 563400^34
has earned the EverQuest achievement "Smithing (400)" (Reached 400 skill in Smithing.)
ID: 563400^35
has earned the EverQuest achievement "Smithing (400)" (Reached 400 skill in Smithing.)
ID: 563450^34
has earned the EverQuest achievement "Smithing (450)" (Reached 450 skill in Smithing.)
ID: 563450^35
has earned the EverQuest achievement "Smithing (450)" (Reached 450 skill in Smithing.)
ID: 563500^34
has earned the EverQuest achievement "Smithing (500)" (Reached 500 skill in Smithing.)
ID: 563500^35
has earned the EverQuest achievement "Smithing (500)" (Reached 500 skill in Smithing.)
ID: 564050^34
has earned the EverQuest achievement "Fletching (50)" (Reached 50 skill in Fletching.)
ID: 564050^35
has earned the EverQuest achievement "Fletching (50)" (Reached 50 skill in Fletching.)
ID: 564100^34
has earned the EverQuest achievement "Fletching (100)" (Reached 100 skill in Fletching.)
ID: 564100^35
has earned the EverQuest achievement "Fletching (100)" (Reached 100 skill in Fletching.)
ID: 564150^34
has earned the EverQuest achievement "Fletching (150)" (Reached 150 skill in Fletching.)
ID: 564150^35
has earned the EverQuest achievement "Fletching (150)" (Reached 150 skill in Fletching.)
ID: 564200^34
has earned the EverQuest achievement "Fletching (200)" (Reached 200 skill in Fletching.)
ID: 564200^35
has earned the EverQuest achievement "Fletching (200)" (Reached 200 skill in Fletching.)
ID: 564250^34
has earned the EverQuest achievement "Fletching (250)" (Reached 250 skill in Fletching.)
ID: 564250^35
has earned the EverQuest achievement "Fletching (250)" (Reached 250 skill in Fletching.)
ID: 564300^34
has earned the EverQuest achievement "Fletching (300)" (Reached 300 skill in Fletching.)
ID: 564300^35
has earned the EverQuest achievement "Fletching (300)" (Reached 300 skill in Fletching.)
ID: 564350^34
has earned the EverQuest achievement "Fletching (350)" (Reached 350 skill in Fletching.)
ID: 564350^35
has earned the EverQuest achievement "Fletching (350)" (Reached 350 skill in Fletching.)
ID: 564400^34
has earned the EverQuest achievement "Fletching (400)" (Reached 400 skill in Fletching.)
ID: 564400^35
has earned the EverQuest achievement "Fletching (400)" (Reached 400 skill in Fletching.)
ID: 564450^34
has earned the EverQuest achievement "Fletching (450)" (Reached 450 skill in Fletching.)
ID: 564450^35
has earned the EverQuest achievement "Fletching (450)" (Reached 450 skill in Fletching.)
ID: 564500^34
has earned the EverQuest achievement "Fletching (500)" (Reached 500 skill in Fletching.)
ID: 564500^35
has earned the EverQuest achievement "Fletching (500)" (Reached 500 skill in Fletching.)
ID: 565050^34
has earned the EverQuest achievement "Brewing (50)" (Reached 50 skill in Brewing.)
ID: 565050^35
has earned the EverQuest achievement "Brewing (50)" (Reached 50 skill in Brewing.)
ID: 565100^34
has earned the EverQuest achievement "Brewing (100)" (Reached 100 skill in Brewing.)
ID: 565100^35
has earned the EverQuest achievement "Brewing (100)" (Reached 100 skill in Brewing.)
ID: 565150^34
has earned the EverQuest achievement "Brewing (150)" (Reached 150 skill in Brewing.)
ID: 565150^35
has earned the EverQuest achievement "Brewing (150)" (Reached 150 skill in Brewing.)
ID: 565200^34
has earned the EverQuest achievement "Brewing (200)" (Reached 200 skill in Brewing.)
ID: 565200^35
has earned the EverQuest achievement "Brewing (200)" (Reached 200 skill in Brewing.)
ID: 565250^34
has earned the EverQuest achievement "Brewing (250)" (Reached 250 skill in Brewing.)
ID: 565250^35
has earned the EverQuest achievement "Brewing (250)" (Reached 250 skill in Brewing.)
ID: 565300^34
has earned the EverQuest achievement "Brewing (300)" (Reached 300 skill in Brewing.)
ID: 565300^35
has earned the EverQuest achievement "Brewing (300)" (Reached 300 skill in Brewing.)
ID: 565350^34
has earned the EverQuest achievement "Brewing (350)" (Reached 350 skill in Brewing.)
ID: 565350^35
has earned the EverQuest achievement "Brewing (350)" (Reached 350 skill in Brewing.)
ID: 565400^34
has earned the EverQuest achievement "Brewing (400)" (Reached 400 skill in Brewing.)
ID: 565400^35
has earned the EverQuest achievement "Brewing (400)" (Reached 400 skill in Brewing.)
ID: 565450^34
has earned the EverQuest achievement "Brewing (450)" (Reached 450 skill in Brewing.)
ID: 565450^35
has earned the EverQuest achievement "Brewing (450)" (Reached 450 skill in Brewing.)
ID: 565500^34
has earned the EverQuest achievement "Brewing (500)" (Reached 500 skill in Brewing.)
ID: 565500^35
has earned the EverQuest achievement "Brewing (500)" (Reached 500 skill in Brewing.)
ID: 568050^34
has earned the EverQuest achievement "Jewelcrafting (50)" (Reached 50 skill in Jewelcrafting.)
ID: 568050^35
has earned the EverQuest achievement "Jewelcrafting (50)" (Reached 50 skill in Jewelcrafting.)
ID: 568100^34
has earned the EverQuest achievement "Jewelcrafting (100)" (Reached 100 skill in Jewelcrafting.)
ID: 568100^35
has earned the EverQuest achievement "Jewelcrafting (100)" (Reached 100 skill in Jewelcrafting.)
ID: 568150^34
has earned the EverQuest achievement "Jewelcrafting (150)" (Reached 150 skill in Jewelcrafting.)
ID: 568150^35
has earned the EverQuest achievement "Jewelcrafting (150)" (Reached 150 skill in Jewelcrafting.)
ID: 568200^34
has earned the EverQuest achievement "Jewelcrafting (200)" (Reached 200 skill in Jewelcrafting.)
ID: 568200^35
has earned the EverQuest achievement "Jewelcrafting (200)" (Reached 200 skill in Jewelcrafting.)
ID: 568250^34
has earned the EverQuest achievement "Jewelcrafting (250)" (Reached 250 skill in Jewelcrafting.)
ID: 568250^35
has earned the EverQuest achievement "Jewelcrafting (250)" (Reached 250 skill in Jewelcrafting.)
ID: 568300^34
has earned the EverQuest achievement "Jewelcrafting (300)" (Reached 300 skill in Jewelcrafting.)
ID: 568300^35
has earned the EverQuest achievement "Jewelcrafting (300)" (Reached 300 skill in Jewelcrafting.)
ID: 568350^34
has earned the EverQuest achievement "Jewelcrafting (350)" (Reached 350 skill in Jewelcrafting.)
ID: 568350^35
has earned the EverQuest achievement "Jewelcrafting (350)" (Reached 350 skill in Jewelcrafting.)
ID: 568400^34
has earned the EverQuest achievement "Jewelcrafting (400)" (Reached 400 skill in Jewelcrafting.)
ID: 568400^35
has earned the EverQuest achievement "Jewelcrafting (400)" (Reached 400 skill in Jewelcrafting.)
ID: 568450^34
has earned the EverQuest achievement "Jewelcrafting (450)" (Reached 450 skill in Jewelcrafting.)
ID: 568450^35
has earned the EverQuest achievement "Jewelcrafting (450)" (Reached 450 skill in Jewelcrafting.)
ID: 568500^34
has earned the EverQuest achievement "Jewelcrafting (500)" (Reached 500 skill in Jewelcrafting.)
ID: 568500^35
has earned the EverQuest achievement "Jewelcrafting (500)" (Reached 500 skill in Jewelcrafting.)
ID: 569050^34
has earned the EverQuest achievement "Pottery (50)" (Reached 50 skill in Pottery.)
ID: 569050^35
has earned the EverQuest achievement "Pottery (50)" (Reached 50 skill in Pottery.)
ID: 569100^34
has earned the EverQuest achievement "Pottery (100)" (Reached 100 skill in Pottery.)
ID: 569100^35
has earned the EverQuest achievement "Pottery (100)" (Reached 100 skill in Pottery.)
ID: 569150^34
has earned the EverQuest achievement "Pottery (150)" (Reached 150 skill in Pottery.)
ID: 569150^35
has earned the EverQuest achievement "Pottery (150)" (Reached 150 skill in Pottery.)
ID: 569200^34
has earned the EverQuest achievement "Pottery (200)" (Reached 200 skill in Pottery.)
ID: 569200^35
has earned the EverQuest achievement "Pottery (200)" (Reached 200 skill in Pottery.)
ID: 569250^34
has earned the EverQuest achievement "Pottery (250)" (Reached 250 skill in Pottery.)
ID: 569250^35
has earned the EverQuest achievement "Pottery (250)" (Reached 250 skill in Pottery.)
ID: 569300^34
has earned the EverQuest achievement "Pottery (300)" (Reached 300 skill in Pottery.)
ID: 569300^35
has earned the EverQuest achievement "Pottery (300)" (Reached 300 skill in Pottery.)
ID: 569350^34
has earned the EverQuest achievement "Pottery (350)" (Reached 350 skill in Pottery.)
ID: 569350^35
has earned the EverQuest achievement "Pottery (350)" (Reached 350 skill in Pottery.)
ID: 569400^34
has earned the EverQuest achievement "Pottery (400)" (Reached 400 skill in Pottery.)
ID: 569400^35
has earned the EverQuest achievement "Pottery (400)" (Reached 400 skill in Pottery.)
ID: 569450^34
has earned the EverQuest achievement "Pottery (450)" (Reached 450 skill in Pottery.)
ID: 569450^35
has earned the EverQuest achievement "Pottery (450)" (Reached 450 skill in Pottery.)
ID: 569500^34
has earned the EverQuest achievement "Pottery (500)" (Reached 500 skill in Pottery.)
ID: 569500^35
has earned the EverQuest achievement "Pottery (500)" (Reached 500 skill in Pottery.)
ID: 999999^17
Crown
ID: 999999^18
Crowns
ID: 1000100^21
Apprentice Mercenaries (Human)
ID: 1000200^21
Journeyman Mercenaries (Human)
ID: 1000300^21
Master Mercenaries (Human)
ID: 1010101^22
Tier I
ID: 1010101^23
Race: Human
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1010102^22
Tier II
ID: 1010102^23
Race: Human
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1010103^22
Tier III
ID: 1010103^23
Race: Human
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1010104^22
Tier IV
ID: 1010104^23
Race: Human
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1010105^22
Tier V
ID: 1010105^23
Race: Human
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1010201^22
Tier I
ID: 1010201^23
Race: Human
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1010202^22
Tier II
ID: 1010202^23
Race: Human
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1010203^22
Tier III
ID: 1010203^23
Race: Human
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1010204^22
Tier IV
ID: 1010204^23
Race: Human
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1010205^22
Tier V
ID: 1010205^23
Race: Human
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1010301^22
Tier I
ID: 1010301^23
Race: Human
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1010302^22
Tier II
ID: 1010302^23
Race: Human
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1010303^22
Tier III
ID: 1010303^23
Race: Human
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1010304^22
Tier IV
ID: 1010304^23
Race: Human
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1010305^22
Tier V
ID: 1010305^23
Race: Human
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1020101^22
Tier I
ID: 1020101^23
Race: Human
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1020102^22
Tier II
ID: 1020102^23
Race: Human
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1020103^22
Tier III
ID: 1020103^23
Race: Human
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1020104^22
Tier IV
ID: 1020104^23
Race: Human
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1020105^22
Tier V
ID: 1020105^23
Race: Human
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1020201^22
Tier I
ID: 1020201^23
Race: Human
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1020202^22
Tier II
ID: 1020202^23
Race: Human
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1020203^22
Tier III
ID: 1020203^23
Race: Human
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1020204^22
Tier IV
ID: 1020204^23
Race: Human
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1020205^22
Tier V
ID: 1020205^23
Race: Human
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1020301^22
Tier I
ID: 1020301^23
Race: Human
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1020302^22
Tier II
ID: 1020302^23
Race: Human
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1020303^22
Tier III
ID: 1020303^23
Race: Human
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1020304^22
Tier IV
ID: 1020304^23
Race: Human
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1020305^22
Tier V
ID: 1020305^23
Race: Human
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1030101^22
Tier I
ID: 1030101^23
Race: Human
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1030102^22
Tier II
ID: 1030102^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1030103^22
Tier III
ID: 1030103^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1030104^22
Tier IV
ID: 1030104^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1030105^22
Tier V
ID: 1030105^23
Race: Human
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1030201^22
Tier I
ID: 1030201^23
Race: Human
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1030202^22
Tier II
ID: 1030202^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1030203^22
Tier III
ID: 1030203^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1030204^22
Tier IV
ID: 1030204^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1030205^22
Tier V
ID: 1030205^23
Race: Human
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1030301^22
Tier I
ID: 1030301^23
Race: Human
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1030302^22
Tier II
ID: 1030302^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1030303^22
Tier III
ID: 1030303^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1030304^22
Tier IV
ID: 1030304^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1030305^22
Tier V
ID: 1030305^23
Race: Human
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1040101^22
Tier I
ID: 1040101^23
Race: Human
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1040102^22
Tier II
ID: 1040102^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1040103^22
Tier III
ID: 1040103^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1040104^22
Tier IV
ID: 1040104^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1040105^22
Tier V
ID: 1040105^23
Race: Human
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1040201^22
Tier I
ID: 1040201^23
Race: Human
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1040202^22
Tier II
ID: 1040202^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1040203^22
Tier III
ID: 1040203^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1040204^22
Tier IV
ID: 1040204^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1040205^22
Tier V
ID: 1040205^23
Race: Human
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1040301^22
Tier I
ID: 1040301^23
Race: Human
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1040302^22
Tier II
ID: 1040302^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1040303^22
Tier III
ID: 1040303^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1040304^22
Tier IV
ID: 1040304^23
Race: Human
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1040305^22
Tier V
ID: 1040305^23
Race: Human
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1050880^6
Activate this while in a fear-tainted destination to attune yourself to its Shard's Landing portal.
ID: 1120101^22
Tier I
ID: 1120101^23
Race: Human
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1120102^22
Tier II
ID: 1120102^23
Race: Human
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1120103^22
Tier III
ID: 1120103^23
Race: Human
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1120104^22
Tier IV
ID: 1120104^23
Race: Human
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1120105^22
Tier V
ID: 1120105^23
Race: Human
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1120201^22
Tier I
ID: 1120201^23
Race: Human
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1120202^22
Tier II
ID: 1120202^23
Race: Human
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman Damage Caster o the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1120203^22
Tier III
ID: 1120203^23
Race: Human
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1120204^22
Tier IV
ID: 1120204^23
Race: Human
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1120205^22
Tier V
ID: 1120205^23
Race: Human
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1120301^22
Tier I
ID: 1120301^23
Race: Human
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1120302^22
Tier II
ID: 1120302^23
Race: Human
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1120303^22
Tier III
ID: 1120303^23
Race: Human
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1120304^22
Tier IV
ID: 1120304^23
Race: Human
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1120305^22
Tier V
ID: 1120305^23
Race: Human
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1500000^34
has earned the EverQuest achievement "Broken Into (Group)" (Gained access to Meldrath's Majestic Mansion.)
ID: 1500000^35
has earned the EverQuest achievement "Broken Into (Group)" (Gained access to Meldrath's Majestic Mansion.)
ID: 1500010^34
has earned the EverQuest achievement "Enter the Dragon's Lair (Group)" (Gained access to Crystallos.)
ID: 1500010^35
has earned the EverQuest achievement "Enter the Dragon's Lair (Group)" (Gained access to Crystallos.)
ID: 1500020^34
has earned the EverQuest achievement "Broken Into (Raid)" (Gained access to Meldrath's Majestic Mansion.)
ID: 1500020^35
has earned the EverQuest achievement "Broken Into (Raid)" (Gained access to Meldrath's Majestic Mansion.)
ID: 1500030^34
has earned the EverQuest achievement "Enter the Dragon's Lair (Raid)" (Gained access to Crystallos.)
ID: 1500030^35
has earned the EverQuest achievement "Enter the Dragon's Lair (Raid)" (Gained access to Crystallos.)
ID: 1500050^34
has earned the EverQuest achievement "Secrets of Faydwer Explorer" (Visited all the zones in SoF.)
ID: 1500050^35
has earned the EverQuest achievement "Secrets of Faydwer Explorer" (Visited all the zones in SoF.)
ID: 1500065^34
has earned the EverQuest achievement "Champion of the Secrets of Faydwer" (Completed all the quests in SoF.)
ID: 1500065^35
has earned the EverQuest achievement "Champion of the Secrets of Faydwer" (Completed all the quests in SoF.)
ID: 1500080^34
has earned the EverQuest achievement "Paragon of the Secrets of Faydwer" (Completed all the missions in SoF.)
ID: 1500080^35
has earned the EverQuest achievement "Paragon of the Secrets of Faydwer" (Completed all the missions in SoF.)
ID: 1500085^34
has earned the EverQuest achievement "Vanquisher of the Secrets of Faydwer" (Completed all the raids in SoF.)
ID: 1500085^35
has earned the EverQuest achievement "Vanquisher of the Secrets of Faydwer" (Completed all the raids in SoF.)
ID: 1500095^34
has earned the EverQuest achievement "Secrets of Faydwer Challenger" (Completed all mission challenges in SoF.)
ID: 1500095^35
has earned the EverQuest achievement "Secrets of Faydwer Challenger" (Completed all mission challenges in SoF.)
ID: 1500195^34
has earned the EverQuest achievement "Secret Keeper" (Completed all Hunter achievements in Secrets of Faydwer.)
ID: 1500195^35
has earned the EverQuest achievement "Secret Keeper" (Completed all Hunter achievements in Secrets of Faydwer.)
ID: 1500200^34
has earned the EverQuest achievement "Master of the Secrets of Faydwer" (Completed all tasks and hunts in SoF.)
ID: 1500200^35
has earned the EverQuest achievement "Master of the Secrets of Faydwer" (Completed all tasks and hunts in SoF.)
ID: 1500205^34
has earned the EverQuest achievement "Savior of Dragonscale Hills" (Completed all quests in Dragonscale Hills.)
ID: 1500205^35
has earned the EverQuest achievement "Savior of Dragonscale Hills" (Completed all quests in Dragonscale Hills.)
ID: 1500210^34
has earned the EverQuest achievement "Savior of Loping Plains" (Completed all quests in Loping Plains.)
ID: 1500210^35
has earned the EverQuest achievement "Savior of Loping Plains" (Completed all quests in Loping Plains.)
ID: 1500215^34
has earned the EverQuest achievement "Savior of Bloodmoon Keep" (Completed all tasks in Bloodmoon Keep.)
ID: 1500215^35
has earned the EverQuest achievement "Savior of Bloodmoon Keep" (Completed all tasks in Bloodmoon Keep.)
ID: 1500220^34
has earned the EverQuest achievement "Savior of Hills of Shade" (Completed all quests in Hills of Shade.)
ID: 1500220^35
has earned the EverQuest achievement "Savior of Hills of Shade" (Completed all quests in Hills of Shade.)
ID: 1500225^34
has earned the EverQuest achievement "Savior of The Mechamatic Guardian" (Completed all tasks in the Guardian.)
ID: 1500225^35
has earned the EverQuest achievement "Savior of The Mechamatic Guardian" (Completed all tasks in the Guardian.)
ID: 1500230^34
has earned the EverQuest achievement "Savior of Fortress Mechanotus" (Completed all quests in Fort Mech.)
ID: 1500230^35
has earned the EverQuest achievement "Savior of Fortress Mechanotus" (Completed all quests in Fort Mech.)
ID: 1500235^34
has earned the EverQuest achievement "Savior of The Steam Factory" (Completed all quests in The Steam Factory.)
ID: 1500235^35
has earned the EverQuest achievement "Savior of The Steam Factory" (Completed all quests in The Steam Factory.)
ID: 1543680^34
has earned the EverQuest achievement "Hunter of Fortress Mechanotus" (Defeated all of the rare monsters.)
ID: 1543680^35
has earned the EverQuest achievement "Hunter of Fortress Mechanotus" (Defeated all of the rare monsters.)
ID: 1543780^34
has earned the EverQuest achievement "Hunter of Meldrath's Majestic Mansion" (Defeated all of the rares.)
ID: 1543780^35
has earned the EverQuest achievement "Hunter of Meldrath's Majestic Mansion" (Defeated all of the rares.)
ID: 1543880^34
has earned the EverQuest achievement "Hunter of The Steam Factory" (Defeated all of the rare monsters.)
ID: 1543880^35
has earned the EverQuest achievement "Hunter of The Steam Factory" (Defeated all of the rare monsters.)
ID: 1543980^34
has earned the EverQuest achievement "Hunter of S.H.I.P. Workshop" (Defeated all of the rare monsters.)
ID: 1543980^35
has earned the EverQuest achievement "Hunter of S.H.I.P. Workshop" (Defeated all of the rare monsters.)
ID: 1544080^34
has earned the EverQuest achievement "Hunter of Gyrospire Beza" (Defeated all of the rare monsters.)
ID: 1544080^35
has earned the EverQuest achievement "Hunter of Gyrospire Beza" (Defeated all of the rare monsters.)
ID: 1544180^34
has earned the EverQuest achievement "Hunter of Gyrospire Zeka" (Defeated all of the rare monsters.)
ID: 1544180^35
has earned the EverQuest achievement "Hunter of Gyrospire Zeka" (Defeated all of the rare monsters.)
ID: 1544280^34
has earned the EverQuest achievement "Hunter of Dragonscale Hills" (Defeated all of the rare monsters.)
ID: 1544280^35
has earned the EverQuest achievement "Hunter of Dragonscale Hills" (Defeated all of the rare monsters.)
ID: 1544380^34
has earned the EverQuest achievement "Hunter of Loping Plains" (Defeated all of the rare monsters.)
ID: 1544380^35
has earned the EverQuest achievement "Hunter of Loping Plains" (Defeated all of the rare monsters.)
ID: 1544480^34
has earned the EverQuest achievement "Hunter of Hills of Shade" (Defeated all of the rare monsters.)
ID: 1544480^35
has earned the EverQuest achievement "Hunter of Hills of Shade" (Defeated all of the rare monsters.)
ID: 1544580^34
has earned the EverQuest achievement "Hunter of Bloodmoon Keep" (Defeated all of the rare monsters.)
ID: 1544580^35
has earned the EverQuest achievement "Hunter of Bloodmoon Keep" (Defeated all of the rare monsters.)
ID: 1544680^34
has earned the EverQuest achievement "Hunter of Crystallos" (Defeated all of the rare monsters.)
ID: 1544680^35
has earned the EverQuest achievement "Hunter of Crystallos" (Defeated all of the rare monsters.)
ID: 1544780^34
has earned the EverQuest achievement "Hunter of The Mechamatic Guardian" (Defeated all of the rare monsters.)
ID: 1544780^35
has earned the EverQuest achievement "Hunter of The Mechamatic Guardian" (Defeated all of the rare monsters.)
ID: 1600010^34
has earned the EverQuest achievement "The Hitchhiker's Guide to the Past" (Gained access to Korafax.)
ID: 1600010^35
has earned the EverQuest achievement "The Hitchhiker's Guide to the Past" (Gained access to Korafax.)
ID: 1600030^34
has earned the EverQuest achievement "The Tavern at the End of Norrath" (Gained access to Korafax.)
ID: 1600030^35
has earned the EverQuest achievement "The Tavern at the End of Norrath" (Gained access to Korafax.)
ID: 1600040^34
has earned the EverQuest achievement "Zebuxoruk, The Void, and Everything" (Gained access to Discord Tower.)
ID: 1600040^35
has earned the EverQuest achievement "Zebuxoruk, The Void, and Everything" (Gained access to Discord Tower.)
ID: 1600050^34
has earned the EverQuest achievement "Explorer of the Void" (Visited all the zones in Seeds of Destruction.)
ID: 1600050^35
has earned the EverQuest achievement "Explorer of the Void" (Visited all the zones in Seeds of Destruction.)
ID: 1600070^34
has earned the EverQuest achievement "Champion of the Void" (Completed all the quests in Seeds of Destruction.)
ID: 1600070^35
has earned the EverQuest achievement "Champion of the Void" (Completed all the quests in Seeds of Destruction.)
ID: 1600090^34
has earned the EverQuest achievement "Paragon of the Void" (Completed all the missions in Seeds of Destruction.)
ID: 1600090^35
has earned the EverQuest achievement "Paragon of the Void" (Completed all the missions in Seeds of Destruction.)
ID: 1600100^34
has earned the EverQuest achievement "Vanquisher of the Void" (Completed all the raids in Seeds of Destruction.)
ID: 1600100^35
has earned the EverQuest achievement "Vanquisher of the Void" (Completed all the raids in Seeds of Destruction.)
ID: 1600215^34
has earned the EverQuest achievement "Voidslayer" (Defeated every rare monster in Seeds of Destruction.)
ID: 1600215^35
has earned the EverQuest achievement "Voidslayer" (Defeated every rare monster in Seeds of Destruction.)
ID: 1600220^34
has earned the EverQuest achievement "Master of the Void" (Completed all quests, missions, and hunts in SoD.)
ID: 1600220^35
has earned the EverQuest achievement "Master of the Void" (Completed all quests, missions, and hunts in SoD.)
ID: 1600230^34
has earned the EverQuest achievement "Savior of Oceangreen" (Completed all tasks in Old Antonica.)
ID: 1600230^35
has earned the EverQuest achievement "Savior of Oceangreen" (Completed all tasks in Old Antonica.)
ID: 1600240^34
has earned the EverQuest achievement "Savior of Bloody Kithicor" (Completed all tasks in Bloody Kithicor.)
ID: 1600240^35
has earned the EverQuest achievement "Savior of Bloody Kithicor" (Completed all tasks in Bloody Kithicor.)
ID: 1600250^34
has earned the EverQuest achievement "Savior of the Field of Scale" (Completed all tasks in the Field of Scale.)
ID: 1600250^35
has earned the EverQuest achievement "Savior of the Field of Scale" (Completed all tasks in the Field of Scale.)
ID: 1600260^34
has earned the EverQuest achievement "Savior of Toskirakk" (Completed all tasks in Toskirakk.)
ID: 1600260^35
has earned the EverQuest achievement "Savior of Toskirakk" (Completed all tasks in Toskirakk.)
ID: 1600270^34
has earned the EverQuest achievement "Savior of Old Bloodfields" (Completed all tasks in Old Bloodfields.)
ID: 1600270^35
has earned the EverQuest achievement "Savior of Old Bloodfields" (Completed all tasks in Old Bloodfields.)
ID: 1600280^34
has earned the EverQuest achievement "Savior of Korafax, Home of the Riders" (Completed all tasks in Korafax.)
ID: 1600280^35
has earned the EverQuest achievement "Savior of Korafax, Home of the Riders" (Completed all tasks in Korafax.)
ID: 1645260^34
has earned the EverQuest achievement "Hunter of Field of Scale" (Defeated the rare monsters in Field of Scale.)
ID: 1645260^35
has earned the EverQuest achievement "Hunter of Field of Scale" (Defeated the rare monsters in Field of Scale.)
ID: 1645360^34
has earned the EverQuest achievement "Hunter of the Kaesora Library" (Defeated all of the rare monsters.)
ID: 1645360^35
has earned the EverQuest achievement "Hunter of the Kaesora Library" (Defeated all of the rare monsters.)
ID: 1645460^34
has earned the EverQuest achievement "Hunter of the Kaesora Hatchery" (Defeated all of the rare monsters.)
ID: 1645460^35
has earned the EverQuest achievement "Hunter of the Kaesora Hatchery" (Defeated all of the rare monsters.)
ID: 1645560^34
has earned the EverQuest achievement "Hunter of Kurn's Tower" (Defeated all of the rare monsters.)
ID: 1645560^35
has earned the EverQuest achievement "Hunter of Kurn's Tower" (Defeated all of the rare monsters.)
ID: 1645660^34
has earned the EverQuest achievement "Hunter of Bloody Kithicor" (Defeated all of the rare monsters.)
ID: 1645660^35
has earned the EverQuest achievement "Hunter of Bloody Kithicor" (Defeated all of the rare monsters.)
ID: 1645760^34
has earned the EverQuest achievement "Hunter of Old Commonlands" (Defeated all of the rare monsters.)
ID: 1645760^35
has earned the EverQuest achievement "Hunter of Old Commonlands" (Defeated all of the rare monsters.)
ID: 1646660^34
has earned the EverQuest achievement "Hunter of Oceangreen Hills" (Defeated all of the rare monsters.)
ID: 1646660^35
has earned the EverQuest achievement "Hunter of Oceangreen Hills" (Defeated all of the rare monsters.)
ID: 1646760^34
has earned the EverQuest achievement "Hunter of Oceangreen Village" (Defeated all of the rare monsters.)
ID: 1646760^35
has earned the EverQuest achievement "Hunter of Oceangreen Village" (Defeated all of the rare monsters.)
ID: 1646860^34
has earned the EverQuest achievement "Hunter of Blackburrow" (Defeated all of the rare monsters.)
ID: 1646860^35
has earned the EverQuest achievement "Hunter of Blackburrow" (Defeated all of the rare monsters.)
ID: 1646960^34
has earned the EverQuest achievement "Hunter of the Temple of Bertoxxulous" (Defeated all of the rare monsters.)
ID: 1646960^35
has earned the EverQuest achievement "Hunter of the Temple of Bertoxxulous" (Defeated all of the rare monsters.)
ID: 1647060^34
has earned the EverQuest achievement "Hunter of Korafax, Home of the Riders" (Defeated all of the rares.)
ID: 1647060^35
has earned the EverQuest achievement "Hunter of Korafax, Home of the Riders" (Defeated all of the rares.)
ID: 1647260^34
has earned the EverQuest achievement "Hunter of Old Bloodfields" (Defeated all of the rare monsters.)
ID: 1647260^35
has earned the EverQuest achievement "Hunter of Old Bloodfields" (Defeated all of the rare monsters.)
ID: 1647460^34
has earned the EverQuest achievement "Hunter of Old City of Dranik" (Defeated all of the rare monsters.)
ID: 1647460^35
has earned the EverQuest achievement "Hunter of Old City of Dranik" (Defeated all of the rare monsters.)
ID: 1647560^34
has earned the EverQuest achievement "Hunter of Toskirakk" (Defeated all of the rare monsters.)
ID: 1647560^35
has earned the EverQuest achievement "Hunter of Toskirakk" (Defeated all of the rare monsters.)
ID: 1647660^34
has earned the EverQuest achievement "Hunter of the Korascian Warrens" (Defeated all of the rare monsters.)
ID: 1647660^35
has earned the EverQuest achievement "Hunter of the Korascian Warrens" (Defeated all of the rare monsters.)
ID: 1647760^34
has earned the EverQuest achievement "Hunter of the Rathe Council Chamber" (Defeated all of the rare monsters.)
ID: 1647760^35
has earned the EverQuest achievement "Hunter of the Rathe Council Chamber" (Defeated all of the rare monsters.)
ID: 1700000^34
has earned the EverQuest achievement "Champion of the Underfoot" (Completed all the quests in the Underfoot.)
ID: 1700000^35
has earned the EverQuest achievement "Champion of the Underfoot" (Completed all the quests in the Underfoot.)
ID: 1700001^34
has earned the EverQuest achievement "Paragon of the Underfoot" (Completed all the missions for the Underfoot.)
ID: 1700001^35
has earned the EverQuest achievement "Paragon of the Underfoot" (Completed all the missions for the Underfoot.)
ID: 1700002^34
has earned the EverQuest achievement "Vanquisher of the Underfoot" (Completed all raids in the Underfoot.)
ID: 1700002^35
has earned the EverQuest achievement "Vanquisher of the Underfoot" (Completed all raids in the Underfoot.)
ID: 1700003^34
has earned the EverQuest achievement "Master of the Underfoot" (Completed all tasks in the Underfoot.)
ID: 1700003^35
has earned the EverQuest achievement "Master of the Underfoot" (Completed all tasks in the Underfoot.)
ID: 1700004^34
has earned the EverQuest achievement "Underfoot Challenger" (Completed all the Underfoot mission challenges.)
ID: 1700004^35
has earned the EverQuest achievement "Underfoot Challenger" (Completed all the Underfoot mission challenges.)
ID: 1700005^34
has earned the EverQuest achievement "Underfoot Explorer" (Visited all the zones in the Underfoot.)
ID: 1700005^35
has earned the EverQuest achievement "Underfoot Explorer" (Visited all the zones in the Underfoot.)
ID: 1700006^34
has earned the EverQuest achievement "Underfoot Adept" (Gained access to Tier 2 of the Underfoot.)
ID: 1700006^35
has earned the EverQuest achievement "Underfoot Adept" (Gained access to Tier 2 of the Underfoot.)
ID: 1700007^34
has earned the EverQuest achievement "Underfoot Veteran" (Gained access to Tier 3 of the Underfoot.)
ID: 1700007^35
has earned the EverQuest achievement "Underfoot Veteran" (Gained access to Tier 3 of the Underfoot.)
ID: 1700012^34
has earned the EverQuest achievement "Coin of Brell" (Gained access to Tier 2 raids in the Underfoot.)
ID: 1700012^35
has earned the EverQuest achievement "Coin of Brell" (Gained access to Tier 2 raids in the Underfoot.)
ID: 1700013^34
has earned the EverQuest achievement "Emblem of Brell" (Gained access to Tier 3 raids in the Underfoot.)
ID: 1700013^35
has earned the EverQuest achievement "Emblem of Brell" (Gained access to Tier 3 raids in the Underfoot.)
ID: 1730000^34
has earned the EverQuest achievement "Savior of Brell's Rest" (Completed all tasks in Brell's Rest.)
ID: 1730000^35
has earned the EverQuest achievement "Savior of Brell's Rest" (Completed all tasks in Brell's Rest.)
ID: 1730010^34
has earned the EverQuest achievement "Savior of Fungal Forest" (Completed all tasks in Fungal Forest.)
ID: 1730010^35
has earned the EverQuest achievement "Savior of Fungal Forest" (Completed all tasks in Fungal Forest.)
ID: 1730020^34
has earned the EverQuest achievement "Savior of The Underquarry" (Completed all tasks in The Underquarry.)
ID: 1730020^35
has earned the EverQuest achievement "Savior of The Underquarry" (Completed all tasks in The Underquarry.)
ID: 1730030^34
has earned the EverQuest achievement "Savior of The Cooling Chamber" (Completed all tasks in Cooling Chamber.)
ID: 1730030^35
has earned the EverQuest achievement "Savior of The Cooling Chamber" (Completed all tasks in Cooling Chamber.)
ID: 1730040^34
has earned the EverQuest achievement "Savior of Kernagir" (Completed all tasks in Kernagir)
ID: 1730040^35
has earned the EverQuest achievement "Savior of Kernagir" (Completed all tasks in Kernagir)
ID: 1730050^34
has earned the EverQuest achievement "Savior of Arthicrex" (Completed all tasks in Arthicrex)
ID: 1730050^35
has earned the EverQuest achievement "Savior of Arthicrex" (Completed all tasks in Arthicrex)
ID: 1730060^34
has earned the EverQuest achievement "Savior of The Foundation" (Completed all tasks in The Foundation.)
ID: 1730060^35
has earned the EverQuest achievement "Savior of The Foundation" (Completed all tasks in The Foundation.)
ID: 1730070^34
has earned the EverQuest achievement "Savior of Lichen Creep" (Completed all tasks in Lichen Creep.)
ID: 1730070^35
has earned the EverQuest achievement "Savior of Lichen Creep" (Completed all tasks in Lichen Creep.)
ID: 1730080^34
has earned the EverQuest achievement "Savior of Pellucid Grotto" (Completed all tasks in Pellucid Grotto)
ID: 1730080^35
has earned the EverQuest achievement "Savior of Pellucid Grotto" (Completed all tasks in Pellucid Grotto)
ID: 1730090^34
has earned the EverQuest achievement "Savior of Volska's Husk" (Completed all tasks in Volska's Husk.)
ID: 1730090^35
has earned the EverQuest achievement "Savior of Volska's Husk" (Completed all tasks in Volska's Husk.)
ID: 1730100^34
has earned the EverQuest achievement "Savior of Brell's Temple" (Completed all tasks in Brell's Temple.)
ID: 1730100^35
has earned the EverQuest achievement "Savior of Brell's Temple" (Completed all tasks in Brell's Temple.)
ID: 1730110^34
has earned the EverQuest achievement "Savior of Convorteum" (Completed all tasks in Convorteum.)
ID: 1730110^35
has earned the EverQuest achievement "Savior of Convorteum" (Completed all tasks in Convorteum.)
ID: 1749170^34
has earned the EverQuest achievement "Vanquisher of the Convorteum" (Completed all Convorteum raid challenges)
ID: 1749170^35
has earned the EverQuest achievement "Vanquisher of the Convorteum" (Completed all Convorteum raid challenges)
ID: 1800000^34
has earned the EverQuest achievement "It's Dangerous to Go Alone (Group)" (Gained access to the Upper Floors.)
ID: 1800000^35
has earned the EverQuest achievement "It's Dangerous to Go Alone (Group)" (Gained access to the Upper Floors.)
ID: 1800010^34
has earned the EverQuest achievement "Have Fun Storming the Castle (Group)" (Gained access to Morell's Castle.)
ID: 1800010^35
has earned the EverQuest achievement "Have Fun Storming the Castle (Group)" (Gained access to Morell's Castle.)
ID: 1800020^34
has earned the EverQuest achievement "It's Dangerous to Go Alone (Raid)" (Gained access to the Upper Floors.)
ID: 1800020^35
has earned the EverQuest achievement "It's Dangerous to Go Alone (Raid)" (Gained access to the Upper Floors.)
ID: 1800030^34
has earned the EverQuest achievement "Have Fun Storming the Castle (Raid)" (Gained access to Morell's Castle.)
ID: 1800030^35
has earned the EverQuest achievement "Have Fun Storming the Castle (Raid)" (Gained access to Morell's Castle.)
ID: 1800040^34
has earned the EverQuest achievement "Knocking on Sanctum's Door (Raid)" (Gained access to Somnium raids.)
ID: 1800040^35
has earned the EverQuest achievement "Knocking on Sanctum's Door (Raid)" (Gained access to Somnium raids.)
ID: 1800045^34
has earned the EverQuest achievement "Rusty Gate Key" (Attuned to House of Thule, Upper Floor raids.)
ID: 1800045^35
has earned the EverQuest achievement "Rusty Gate Key" (Attuned to House of Thule, Upper Floor raids.)
ID: 1800046^34
has earned the EverQuest achievement "Tremulous Key" (Attuned to the Fear Itself raid.)
ID: 1800046^35
has earned the EverQuest achievement "Tremulous Key" (Attuned to the Fear Itself raid.)
ID: 1800047^34
has earned the EverQuest achievement "Sanctum Key" (Attuned to Sanctum Somnium raids.)
ID: 1800047^35
has earned the EverQuest achievement "Sanctum Key" (Attuned to Sanctum Somnium raids.)
ID: 1800050^34
has earned the EverQuest achievement "House of Thule Explorer" (Visited all the zones in the House of Thule.)
ID: 1800050^35
has earned the EverQuest achievement "House of Thule Explorer" (Visited all the zones in the House of Thule.)
ID: 1800065^34
has earned the EverQuest achievement "Champion of the House of Thule" (Completed all quests in House of Thule.)
ID: 1800065^35
has earned the EverQuest achievement "Champion of the House of Thule" (Completed all quests in House of Thule.)
ID: 1800090^34
has earned the EverQuest achievement "Paragon of the House of Thule" (Completed all missions in House of Thule.)
ID: 1800090^35
has earned the EverQuest achievement "Paragon of the House of Thule" (Completed all missions in House of Thule.)
ID: 1800105^34
has earned the EverQuest achievement "Vanquisher of the House of Thule" (Completed all raids in House of Thule.)
ID: 1800105^35
has earned the EverQuest achievement "Vanquisher of the House of Thule" (Completed all raids in House of Thule.)
ID: 1800120^34
has earned the EverQuest achievement "House of Thule Challenger" (Completed all the mission challenges in HoT.)
ID: 1800120^35
has earned the EverQuest achievement "House of Thule Challenger" (Completed all the mission challenges in HoT.)
ID: 1800195^34
has earned the EverQuest achievement "Dreamslayer" (Completed all Hunter achievements.)
ID: 1800195^35
has earned the EverQuest achievement "Dreamslayer" (Completed all Hunter achievements.)
ID: 1800200^34
has earned the EverQuest achievement "Master of the House of Thule" (Completed all quests, missions, and hunts.)
ID: 1800200^35
has earned the EverQuest achievement "Master of the House of Thule" (Completed all quests, missions, and hunts.)
ID: 1800205^34
has earned the EverQuest achievement "Savior of The Feerrott" (Completed all tasks in The Feerrott.)
ID: 1800205^35
has earned the EverQuest achievement "Savior of The Feerrott" (Completed all tasks in The Feerrott.)
ID: 1800210^34
has earned the EverQuest achievement "Savior of the House of Thule" (Completed all tasks in the House of Thule.)
ID: 1800210^35
has earned the EverQuest achievement "Savior of the House of Thule" (Completed all tasks in the House of Thule.)
ID: 1800215^34
has earned the EverQuest achievement "Savior of the House of Thule, Upper Floors" (Completed all tasks here.)
ID: 1800215^35
has earned the EverQuest achievement "Savior of the House of Thule, Upper Floors" (Completed all tasks here.)
ID: 1800220^34
has earned the EverQuest achievement "Savior of The Grounds" (Completed all tasks in The Grounds.)
ID: 1800220^35
has earned the EverQuest achievement "Savior of The Grounds" (Completed all tasks in The Grounds.)
ID: 1800225^34
has earned the EverQuest achievement "Savior of The Library" (Completed all tasks in The Library.)
ID: 1800225^35
has earned the EverQuest achievement "Savior of The Library" (Completed all tasks in The Library.)
ID: 1800230^34
has earned the EverQuest achievement "Savior of The Well" (Completed all tasks in The Well.)
ID: 1800230^35
has earned the EverQuest achievement "Savior of The Well" (Completed all tasks in The Well.)
ID: 1800235^34
has earned the EverQuest achievement "Savior of Erudin Burning" (Completed all tasks in Erudin Burning.)
ID: 1800235^35
has earned the EverQuest achievement "Savior of Erudin Burning" (Completed all tasks in Erudin Burning.)
ID: 1800240^34
has earned the EverQuest achievement "Savior of Morell's Castle" (Completed all tasks in Morell's Castle.)
ID: 1800240^35
has earned the EverQuest achievement "Savior of Morell's Castle" (Completed all tasks in Morell's Castle.)
ID: 1800245^34
has earned the EverQuest achievement "Savior of Sanctum Somnium" (Completed all tasks in Sanctum Somnium.)
ID: 1800245^35
has earned the EverQuest achievement "Savior of Sanctum Somnium" (Completed all tasks in Sanctum Somnium.)
ID: 1800250^34
has earned the EverQuest achievement "Savior of Al'Kabor's Nightmare" (Completed all tasks here.)
ID: 1800250^35
has earned the EverQuest achievement "Savior of Al'Kabor's Nightmare" (Completed all tasks here.)
ID: 1800255^34
has earned the EverQuest achievement "Savior of Miragul's Nightmare" (Completed all tasks here.)
ID: 1800255^35
has earned the EverQuest achievement "Savior of Miragul's Nightmare" (Completed all tasks here.)
ID: 1800260^34
has earned the EverQuest achievement "Savior of Fear Itself" (Completed all tasks in Fear Itself)
ID: 1800260^35
has earned the EverQuest achievement "Savior of Fear Itself" (Completed all tasks in Fear Itself)
ID: 1870060^34
has earned the EverQuest achievement "Hunter of The Feerrott" (Defeated all of the rare monsters.)
ID: 1870060^35
has earned the EverQuest achievement "Hunter of The Feerrott" (Defeated all of the rare monsters.)
ID: 1870160^34
has earned the EverQuest achievement "Hunter of the House of Thule" (Defeated all of the rare monsters.)
ID: 1870160^35
has earned the EverQuest achievement "Hunter of the House of Thule" (Defeated all of the rare monsters.)
ID: 1870260^34
has earned the EverQuest achievement "Hunter of the House of Thule, Upper Floors" (Defeated all of the rares.)
ID: 1870260^35
has earned the EverQuest achievement "Hunter of the House of Thule, Upper Floors" (Defeated all of the rares.)
ID: 1870360^34
has earned the EverQuest achievement "Hunter of The Grounds" (Defeated all of the rare monsters.)
ID: 1870360^35
has earned the EverQuest achievement "Hunter of The Grounds" (Defeated all of the rare monsters.)
ID: 1870460^34
has earned the EverQuest achievement "Hunter of The Library" (Defeated all of the rare monsters.)
ID: 1870460^35
has earned the EverQuest achievement "Hunter of The Library" (Defeated all of the rare monsters.)
ID: 1870560^34
has earned the EverQuest achievement "Hunter of The Well" (Defeated all of the rare monsters.)
ID: 1870560^35
has earned the EverQuest achievement "Hunter of The Well" (Defeated all of the rare monsters.)
ID: 1870660^34
has earned the EverQuest achievement "Hunter of Erudin Burning" (Defeated all of the rare monsters.)
ID: 1870660^35
has earned the EverQuest achievement "Hunter of Erudin Burning" (Defeated all of the rare monsters.)
ID: 1870760^34
has earned the EverQuest achievement "Hunter of Morell's Castle" (Defeated all of the rare monsters.)
ID: 1870760^35
has earned the EverQuest achievement "Hunter of Morell's Castle" (Defeated all of the rare monsters.)
ID: 1870860^34
has earned the EverQuest achievement "Hunter of Sanctum Somnium" (Defeated all of the rare monsters.)
ID: 1870860^35
has earned the EverQuest achievement "Hunter of Sanctum Somnium" (Defeated all of the rare monsters.)
ID: 1870960^34
has earned the EverQuest achievement "Hunter of Al'Kabor's Nightmare" (Defeated all of the rare monsters.)
ID: 1870960^35
has earned the EverQuest achievement "Hunter of Al'Kabor's Nightmare" (Defeated all of the rare monsters.)
ID: 1871060^34
has earned the EverQuest achievement "Hunter of Miragul's Nightmare" (Defeated all of the rare monsters.)
ID: 1871060^35
has earned the EverQuest achievement "Hunter of Miragul's Nightmare" (Defeated all of the rare monsters.)
ID: 1871160^34
has earned the EverQuest achievement "Hunter of Fear Itself" (Defeated all of the rare monsters.)
ID: 1871160^35
has earned the EverQuest achievement "Hunter of Fear Itself" (Defeated all of the rare monsters.)
ID: 1900000^34
has earned the EverQuest achievement "Alaran Adventurer (Group)" (Finished the first tier of VoA missions)
ID: 1900000^35
has earned the EverQuest achievement "Alaran Adventurer (Group)" (Finished the first tier of VoA missions)
ID: 1900010^34
has earned the EverQuest achievement "Alaran Hero (Group)" (Finished the 2nd tier of VoA missions)
ID: 1900010^35
has earned the EverQuest achievement "Alaran Hero (Group)" (Finished the 2nd tier of VoA missions)
ID: 1900020^34
has earned the EverQuest achievement "Alaran Adventurer (Raid)" (Finished the first tier of VoA raids)
ID: 1900020^35
has earned the EverQuest achievement "Alaran Adventurer (Raid)" (Finished the first tier of VoA raids)
ID: 1900030^34
has earned the EverQuest achievement "Alaran Hero (Raid)" (Finished the 2nd tier of VoA raids)
ID: 1900030^35
has earned the EverQuest achievement "Alaran Hero (Raid)" (Finished the 2nd tier of VoA raids)
ID: 1900040^34
has earned the EverQuest achievement "Alaran Legend (Raid)" (Defeated The Order of Three)
ID: 1900040^35
has earned the EverQuest achievement "Alaran Legend (Raid)" (Defeated The Order of Three)
ID: 1900050^34
has earned the EverQuest achievement "Veil of Alaris Explorer" (Visited all the zones in the Veil of Alaris.)
ID: 1900050^35
has earned the EverQuest achievement "Veil of Alaris Explorer" (Visited all the zones in the Veil of Alaris.)
ID: 1900065^34
has earned the EverQuest achievement "Champion of Alaris" (Completed all the quests in the Veil of Alaris.)
ID: 1900065^35
has earned the EverQuest achievement "Champion of Alaris" (Completed all the quests in the Veil of Alaris.)
ID: 1900090^34
has earned the EverQuest achievement "Paragon of Alaris" (Completed all the missions in the Veil of Alaris.)
ID: 1900090^35
has earned the EverQuest achievement "Paragon of Alaris" (Completed all the missions in the Veil of Alaris.)
ID: 1900105^34
has earned the EverQuest achievement "Vanquisher of Alaris" (Completed all the raids in the Veil of Alaris.)
ID: 1900105^35
has earned the EverQuest achievement "Vanquisher of Alaris" (Completed all the raids in the Veil of Alaris.)
ID: 1900120^34
has earned the EverQuest achievement "Challenger of Alaris" (Bested all mission challenges in Veil of Alaris.)
ID: 1900120^35
has earned the EverQuest achievement "Challenger of Alaris" (Bested all mission challenges in Veil of Alaris.)
ID: 1900205^34
has earned the EverQuest achievement "Veilslayer" (Defeated every rare monster in the Veil of Alaris.)
ID: 1900205^35
has earned the EverQuest achievement "Veilslayer" (Defeated every rare monster in the Veil of Alaris.)
ID: 1900210^34
has earned the EverQuest achievement "Master of Alaris" (Completed all of the Veil of Alaris!)
ID: 1900210^35
has earned the EverQuest achievement "Master of Alaris" (Completed all of the Veil of Alaris!)
ID: 1900215^34
has earned the EverQuest achievement "Savior of Argath, Bastion of Illdaera" (Completed all tasks in Argath.)
ID: 1900215^35
has earned the EverQuest achievement "Savior of Argath, Bastion of Illdaera" (Completed all tasks in Argath.)
ID: 1900220^34
has earned the EverQuest achievement "Savior of the Valley of Lunanyn" (Completed all tasks in Lunanyn.)
ID: 1900220^35
has earned the EverQuest achievement "Savior of the Valley of Lunanyn" (Completed all tasks in Lunanyn.)
ID: 1900225^34
has earned the EverQuest achievement "Savior of Sarith, City of Tides" (Completed all tasks in Sarith.)
ID: 1900225^35
has earned the EverQuest achievement "Savior of Sarith, City of Tides" (Completed all tasks in Sarith.)
ID: 1900230^34
has earned the EverQuest achievement "Savior of Rubak Oseka, Temple of the Sea" (Completed all tasks in Rubak.)
ID: 1900230^35
has earned the EverQuest achievement "Savior of Rubak Oseka, Temple of the Sea" (Completed all tasks in Rubak.)
ID: 1900235^34
has earned the EverQuest achievement "Savior of the Beasts' Domain" (Completed all tasks in the Beasts' Domain.)
ID: 1900235^35
has earned the EverQuest achievement "Savior of the Beasts' Domain" (Completed all tasks in the Beasts' Domain.)
ID: 1900240^34
has earned the EverQuest achievement "Savior of The Resplendent Temple" (Completed all tasks in Resplendent.)
ID: 1900240^35
has earned the EverQuest achievement "Savior of The Resplendent Temple" (Completed all tasks in Resplendent.)
ID: 1900245^34
has earned the EverQuest achievement "Savior of the Pillars of Alra" (Completed all tasks in Pillars of Alra.)
ID: 1900245^35
has earned the EverQuest achievement "Savior of the Pillars of Alra" (Completed all tasks in Pillars of Alra.)
ID: 1900250^34
has earned the EverQuest achievement "Savior of the Windsong Sanctuary" (Completed all tasks in Windsong.)
ID: 1900250^35
has earned the EverQuest achievement "Savior of the Windsong Sanctuary" (Completed all tasks in Windsong.)
ID: 1900255^34
has earned the EverQuest achievement "Savior of Erillion, City of Bronze" (Completed all tasks in Erillion.)
ID: 1900255^35
has earned the EverQuest achievement "Savior of Erillion, City of Bronze" (Completed all tasks in Erillion.)
ID: 1900260^34
has earned the EverQuest achievement "Savior of the Sepulcher of Order" (Completed all tasks in the Sepulcher.)
ID: 1900260^35
has earned the EverQuest achievement "Savior of the Sepulcher of Order" (Completed all tasks in the Sepulcher.)
ID: 1972460^34
has earned the EverQuest achievement "Hunter of Argath, Bastion of Illdaera" (Defeated all of the rare monsters)
ID: 1972460^35
has earned the EverQuest achievement "Hunter of Argath, Bastion of Illdaera" (Defeated all of the rare monsters)
ID: 1972560^34
has earned the EverQuest achievement "Hunter of the Valley of Lunanyn" (Defeated all of the rare monsters)
ID: 1972560^35
has earned the EverQuest achievement "Hunter of the Valley of Lunanyn" (Defeated all of the rare monsters)
ID: 1972660^34
has earned the EverQuest achievement "Hunter of Sarith, City of Tides" (Defeated all of the rare monsters)
ID: 1972660^35
has earned the EverQuest achievement "Hunter of Sarith, City of Tides" (Defeated all of the rare monsters)
ID: 1972760^34
has earned the EverQuest achievement "Hunter of Rubak Oseka, Temple of the Sea" (Defeated the rare monsters)
ID: 1972760^35
has earned the EverQuest achievement "Hunter of Rubak Oseka, Temple of the Sea" (Defeated the rare monsters)
ID: 1972860^34
has earned the EverQuest achievement "Hunter of the Beasts' Domain" (Defeated all of the rare monsters)
ID: 1972860^35
has earned the EverQuest achievement "Hunter of the Beasts' Domain" (Defeated all of the rare monsters)
ID: 1972960^34
has earned the EverQuest achievement "Hunter of The Resplendent Temple" (Defeated all of the rare monsters)
ID: 1972960^35
has earned the EverQuest achievement "Hunter of The Resplendent Temple" (Defeated all of the rare monsters)
ID: 1973060^34
has earned the EverQuest achievement "Hunter of the Pillars of Alra" (Defeated all of the rare monsters)
ID: 1973060^35
has earned the EverQuest achievement "Hunter of the Pillars of Alra" (Defeated all of the rare monsters)
ID: 1973160^34
has earned the EverQuest achievement "Hunter of the Windsong Sanctuary" (Defeated all of the rare monsters)
ID: 1973160^35
has earned the EverQuest achievement "Hunter of the Windsong Sanctuary" (Defeated all of the rare monsters)
ID: 1973260^34
has earned the EverQuest achievement "Hunter of Erillion, City of Bronze" (Defeated all of the rare monsters)
ID: 1973260^35
has earned the EverQuest achievement "Hunter of Erillion, City of Bronze" (Defeated all of the rare monsters)
ID: 1973360^34
has earned the EverQuest achievement "Hunter of the Sepulcher of Order" (Defeated all of the rare monsters)
ID: 1973360^35
has earned the EverQuest achievement "Hunter of the Sepulcher of Order" (Defeated all of the rare monsters)
ID: 2000100^21
Apprentice Mercenaries (Barbarian)
ID: 2000200^21
Journeyman Mercenaries (Barbarian)
ID: 2000300^21
Master Mercenaries (Barbarian)
ID: 2010101^22
Tier I
ID: 2010101^23
Race: Barbarian
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2010102^22
Tier II
ID: 2010102^23
Race: Barbarian
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2010103^22
Tier III
ID: 2010103^23
Race: Barbarian
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2010104^22
Tier IV
ID: 2010104^23
Race: Barbarian
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2010105^22
Tier V
ID: 2010105^23
Race: Barbarian
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2010201^22
Tier I
ID: 2010201^23
Race: Barbarian
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2010202^22
Tier II
ID: 2010202^23
Race: Barbarian
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2010203^22
Tier III
ID: 2010203^23
Race: Barbarian
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2010204^22
Tier IV
ID: 2010204^23
Race: Barbarian
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2010205^22
Tier V
ID: 2010205^23
Race: Barbarian
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2010301^22
Tier I
ID: 2010301^23
Race: Barbarian
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2010302^22
Tier II
ID: 2010302^23
Race: Barbarian
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2010303^22
Tier III
ID: 2010303^23
Race: Barbarian
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2010304^22
Tier IV
ID: 2010304^23
Race: Barbarian
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2010305^22
Tier V
ID: 2010305^23
Race: Barbarian
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2020101^22
Tier I
ID: 2020101^23
Race: Barbarian
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2020102^22
Tier II
ID: 2020102^23
Race: Barbarian
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2020103^22
Tier III
ID: 2020103^23
Race: Barbarian
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2020104^22
Tier IV
ID: 2020104^23
Race: Barbarian
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2020105^22
Tier V
ID: 2020105^23
Race: Barbarian
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2020201^22
Tier I
ID: 2020201^23
Race: Barbarian
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2020202^22
Tier II
ID: 2020202^23
Race: Barbarian
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2020203^22
Tier III
ID: 2020203^23
Race: Barbarian
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2020204^22
Tier IV
ID: 2020204^23
Race: Barbarian
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2020205^22
Tier V
ID: 2020205^23
Race: Barbarian
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2020301^22
Tier I
ID: 2020301^23
Race: Barbarian
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2020302^22
Tier II
ID: 2020302^23
Race: Barbarian
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2020303^22
Tier III
ID: 2020303^23
Race: Barbarian
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2020304^22
Tier IV
ID: 2020304^23
Race: Barbarian
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2020305^22
Tier V
ID: 2020305^23
Race: Barbarian
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2040101^22
Tier I
ID: 2040101^23
Race: Barbarian
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2040102^22
Tier II
ID: 2040102^23
Race: Barbarian
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2040103^22
Tier III
ID: 2040103^23
Race: Barbarian
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2040104^22
Tier IV
ID: 2040104^23
Race: Barbarian
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2040105^22
Tier V
ID: 2040105^23
Race: Barbarian
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2040201^22
Tier I
ID: 2040201^23
Race: Barbarian
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2040202^22
Tier II
ID: 2040202^23
Race: Barbarian
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2040203^22
Tier III
ID: 2040203^23
Race: Barbarian
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2040204^22
Tier IV
ID: 2040204^23
Race: Barbarian
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2040205^22
Tier V
ID: 2040205^23
Race: Barbarian
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2040301^22
Tier I
ID: 2040301^23
Race: Barbarian
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2040302^22
Tier II
ID: 2040302^23
Race: Barbarian
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2040303^22
Tier III
ID: 2040303^23
Race: Barbarian
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2040304^22
Tier IV
ID: 2040304^23
Race: Barbarian
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2040305^22
Tier V
ID: 2040305^23
Race: Barbarian
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2120101^22
Tier I
ID: 2120101^23
Race: Barbarian
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2120102^22
Tier II
ID: 2120102^23
Race: Barbarian
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2120103^22
Tier III
ID: 2120103^23
Race: Barbarian
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2120104^22
Tier IV
ID: 2120104^23
Race: Barbarian
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2120105^22
Tier V
ID: 2120105^23
Race: Barbarian
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2120201^22
Tier I
ID: 2120201^23
Race: Barbarian
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2120202^22
Tier II
ID: 2120202^23
Race: Barbarian
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2120203^22
Tier III
ID: 2120203^23
Race: Barbarian
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2120204^22
Tier IV
ID: 2120204^23
Race: Barbarian
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2120205^22
Tier V
ID: 2120205^23
Race: Barbarian
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2120301^22
Tier I
ID: 2120301^23
Race: Barbarian
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2120302^22
Tier II
ID: 2120302^23
Race: Barbarian
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2120303^22
Tier III
ID: 2120303^23
Race: Barbarian
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2120304^22
Tier IV
ID: 2120304^23
Race: Barbarian
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 2120305^22
Tier V
ID: 2120305^23
Race: Barbarian
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3000100^21
Apprentice Mercenaries (Erudite)
ID: 3000200^21
Journeyman Mercenaries (Erudite)
ID: 3000300^21
Master Mercenaries (Erudite)
ID: 3010101^22
Tier I
ID: 3010101^23
Race: Erudite
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3010102^22
Tier II
ID: 3010102^23
Race: Erudite
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3010103^22
Tier III
ID: 3010103^23
Race: Erudite
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3010104^22
Tier IV
ID: 3010104^23
Race: Erudite
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3010105^22
Tier V
ID: 3010105^23
Race: Erudite
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3010201^22
Tier I
ID: 3010201^23
Race: Erudite
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3010202^22
Tier II
ID: 3010202^23
Race: Erudite
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3010203^22
Tier III
ID: 3010203^23
Race: Erudite
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3010204^22
Tier IV
ID: 3010204^23
Race: Erudite
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3010205^22
Tier V
ID: 3010205^23
Race: Erudite
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3010301^22
Tier I
ID: 3010301^23
Race: Erudite
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3010302^22
Tier II
ID: 3010302^23
Race: Erudite
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3010303^22
Tier III
ID: 3010303^23
Race: Erudite
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3010304^22
Tier IV
ID: 3010304^23
Race: Erudite
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3010305^22
Tier V
ID: 3010305^23
Race: Erudite
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3020101^22
Tier I
ID: 3020101^23
Race: Erudite
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3020102^22
Tier II
ID: 3020102^23
Race: Erudite
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3020103^22
Tier III
ID: 3020103^23
Race: Erudite
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3020104^22
Tier IV
ID: 3020104^23
Race: Erudite
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3020105^22
Tier V
ID: 3020105^23
Race: Erudite
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3020201^22
Tier I
ID: 3020201^23
Race: Erudite
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3020202^22
Tier II
ID: 3020202^23
Race: Erudite
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3020203^22
Tier III
ID: 3020203^23
Race: Erudite
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3020204^22
Tier IV
ID: 3020204^23
Race: Erudite
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3020205^22
Tier V
ID: 3020205^23
Race: Erudite
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3020301^22
Tier I
ID: 3020301^23
Race: Erudite
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3020302^22
Tier II
ID: 3020302^23
Race: Erudite
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3020303^22
Tier III
ID: 3020303^23
Race: Erudite
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3020304^22
Tier IV
ID: 3020304^23
Race: Erudite
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3020305^22
Tier V
ID: 3020305^23
Race: Erudite
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3120101^22
Tier I
ID: 3120101^23
Race: Erudite
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3120102^22
Tier II
ID: 3120102^23
Race: Erudite
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3120103^22
Tier III
ID: 3120103^23
Race: Erudite
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3120104^22
Tier IV
ID: 3120104^23
Race: Erudite
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3120105^22
Tier V
ID: 3120105^23
Race: Erudite
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3120201^22
Tier I
ID: 3120201^23
Race: Erudite
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3120202^22
Tier II
ID: 3120202^23
Race: Erudite
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3120203^22
Tier III
ID: 3120203^23
Race: Erudite
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3120204^22
Tier IV
ID: 3120204^23
Race: Erudite
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3120205^22
Tier V
ID: 3120205^23
Race: Erudite
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3120301^22
Tier I
ID: 3120301^23
Race: Erudite
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3120302^22
Tier II
ID: 3120302^23
Race: Erudite
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3120303^22
Tier III
ID: 3120303^23
Race: Erudite
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3120304^22
Tier IV
ID: 3120304^23
Race: Erudite
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3120305^22
Tier V
ID: 3120305^23
Race: Erudite
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 3127544^6
Consuming this glyph will grant you a reward set that allows you to choose between claiming some experience and recapturing that experience within the glyph.
ID: 3127547^6
Cloaks you in a shimmering illusion that makes you appear to be a Gunthak Pirate. Additionally infuses you with the grit of a Gunthak pirate.
ID: 3127551^6
Activating this compass unlocks further ranks of the alternate ability 'Journeyman's Speed' based on the number of explorer achievements you have completed.
ID: 3128374^6
Causes the Antiquity Analyzer to sense traps, disarm traps or pick locks depending on how you use it.
ID: 3129782^6
Cloaks you in a shimmering illusion that makes you appear to be a small tyrannosaurus. If you target your summoned companion they will instead be the recipient of this illusion.
ID: 3129790^6
Consuming this glyph will grant you a reward set that allows you to choose between claiming some experience and recapturing that experience within the glyph.
ID: 3139832^6
Cloaks you in a shimmering illusion that makes you appear to be a butterfly. Activating this visage while already a butterfly will toggle your appearance of flying.
ID: 4000100^21
Apprentice Mercenaries (Wood Elf)
ID: 4000200^21
Journeyman Mercenaries (Wood Elf)
ID: 4000300^21
Master Mercenaries (Wood Elf)
ID: 4010101^22
Tier I
ID: 4010101^23
Race: Wood Elf
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4010102^22
Tier II
ID: 4010102^23
Race: Wood Elf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4010103^22
Tier III
ID: 4010103^23
Race: Wood Elf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4010104^22
Tier IV
ID: 4010104^23
Race: Wood Elf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4010105^22
Tier V
ID: 4010105^23
Race: Wood Elf
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4010201^22
Tier I
ID: 4010201^23
Race: Wood Elf
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4010202^22
Tier II
ID: 4010202^23
Race: Wood Elf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4010203^22
Tier III
ID: 4010203^23
Race: Wood Elf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4010204^22
Tier IV
ID: 4010204^23
Race: Wood Elf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4010205^22
Tier V
ID: 4010205^23
Race: Wood Elf
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4010301^22
Tier I
ID: 4010301^23
Race: Wood Elf
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4010302^22
Tier II
ID: 4010302^23
Race: Wood Elf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4010303^22
Tier III
ID: 4010303^23
Race: Wood Elf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4010304^22
Tier IV
ID: 4010304^23
Race: Wood Elf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4010305^22
Tier V
ID: 4010305^23
Race: Wood Elf
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4020101^22
Tier I
ID: 4020101^23
Race: Wood Elf
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4020102^22
Tier II
ID: 4020102^23
Race: Wood Elf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4020103^22
Tier III
ID: 4020103^23
Race: Wood Elf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4020104^22
Tier IV
ID: 4020104^23
Race: Wood Elf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4020105^22
Tier V
ID: 4020105^23
Race: Wood Elf
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4020201^22
Tier I
ID: 4020201^23
Race: Wood Elf
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4020202^22
Tier II
ID: 4020202^23
Race: Wood Elf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4020203^22
Tier III
ID: 4020203^23
Race: Wood Elf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4020204^22
Tier IV
ID: 4020204^23
Race: Wood Elf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4020205^22
Tier V
ID: 4020205^23
Race: Wood Elf
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4020301^22
Tier I
ID: 4020301^23
Race: Wood Elf
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4020302^22
Tier II
ID: 4020302^23
Race: Wood Elf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4020303^22
Tier III
ID: 4020303^23
Race: Wood Elf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4020304^22
Tier IV
ID: 4020304^23
Race: Wood Elf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4020305^22
Tier V
ID: 4020305^23
Race: Wood Elf
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4040101^22
Tier I
ID: 4040101^23
Race: Wood Elf
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4040102^22
Tier II
ID: 4040102^23
Race: Wood Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4040103^22
Tier III
ID: 4040103^23
Race: Wood Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4040104^22
Tier IV
ID: 4040104^23
Race: Wood Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4040105^22
Tier V
ID: 4040105^23
Race: Wood Elf
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4040201^22
Tier I
ID: 4040201^23
Race: Wood Elf
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4040202^22
Tier II
ID: 4040202^23
Race: Wood Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4040203^22
Tier III
ID: 4040203^23
Race: Wood Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4040204^22
Tier IV
ID: 4040204^23
Race: Wood Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4040205^22
Tier V
ID: 4040205^23
Race: Wood Elf
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4040301^22
Tier I
ID: 4040301^23
Race: Wood Elf
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4040302^22
Tier II
ID: 4040302^23
Race: Wood Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4040303^22
Tier III
ID: 4040303^23
Race: Wood Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4040304^22
Tier IV
ID: 4040304^23
Race: Wood Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4040305^22
Tier V
ID: 4040305^23
Race: Wood Elf
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4120101^22
Tier I
ID: 4120101^23
Race: Wood Elf
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4120102^22
Tier II
ID: 4120102^23
Race: Wood Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4120103^22
Tier III
ID: 4120103^23
Race: Wood Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4120104^22
Tier IV
ID: 4120104^23
Race: Wood Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4120105^22
Tier V
ID: 4120105^23
Race: Wood Elf
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4120201^22
Tier I
ID: 4120201^23
Race: Wood Elf
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4120202^22
Tier II
ID: 4120202^23
Race: Wood Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4120203^22
Tier III
ID: 4120203^23
Race: Wood Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4120204^22
Tier IV
ID: 4120204^23
Race: Wood Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4120205^22
Tier V
ID: 4120205^23
Race: Wood Elf
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4120301^22
Tier I
ID: 4120301^23
Race: Wood Elf
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4120302^22
Tier II
ID: 4120302^23
Race: Wood Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4120303^22
Tier III
ID: 4120303^23
Race: Wood Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4120304^22
Tier IV
ID: 4120304^23
Race: Wood Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4120305^22
Tier V
ID: 4120305^23
Race: Wood Elf
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 4126400^28
Fly / Stop Flying
ID: 5000100^21
Apprentice Mercenaries (High Elf)
ID: 5000200^21
Journeyman Mercenaries (High Elf)
ID: 5000300^21
Master Mercenaries (High Elf)
ID: 5010101^22
Tier I
ID: 5010101^23
Race: High Elf
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5010102^22
Tier II
ID: 5010102^23
Race: High Elf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5010103^22
Tier III
ID: 5010103^23
Race: High Elf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5010104^22
Tier IV
ID: 5010104^23
Race: High Elf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5010105^22
Tier V
ID: 5010105^23
Race: High Elf
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5010201^22
Tier I
ID: 5010201^23
Race: High Elf
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5010202^22
Tier II
ID: 5010202^23
Race: High Elf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5010203^22
Tier III
ID: 5010203^23
Race: High Elf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5010204^22
Tier IV
ID: 5010204^23
Race: High Elf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5010205^22
Tier V
ID: 5010205^23
Race: High Elf
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5010301^22
Tier I
ID: 5010301^23
Race: High Elf
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5010302^22
Tier II
ID: 5010302^23
Race: High Elf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5010303^22
Tier III
ID: 5010303^23
Race: High Elf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5010304^22
Tier IV
ID: 5010304^23
Race: High Elf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5010305^22
Tier V
ID: 5010305^23
Race: High Elf
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5020101^22
Tier I
ID: 5020101^23
Race: High Elf
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5020102^22
Tier II
ID: 5020102^23
Race: High Elf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5020103^22
Tier III
ID: 5020103^23
Race: High Elf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5020104^22
Tier IV
ID: 5020104^23
Race: High Elf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5020105^22
Tier V
ID: 5020105^23
Race: High Elf
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5020201^22
Tier I
ID: 5020201^23
Race: High Elf
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5020202^22
Tier II
ID: 5020202^23
Race: High Elf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5020203^22
Tier III
ID: 5020203^23
Race: High Elf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5020204^22
Tier IV
ID: 5020204^23
Race: High Elf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5020205^22
Tier V
ID: 5020205^23
Race: High Elf
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5020301^22
Tier I
ID: 5020301^23
Race: High Elf
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5020302^22
Tier II
ID: 5020302^23
Race: High Elf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5020303^22
Tier III
ID: 5020303^23
Race: High Elf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5020304^22
Tier IV
ID: 5020304^23
Race: High Elf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5020305^22
Tier V
ID: 5020305^23
Race: High Elf
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5120101^22
Tier I
ID: 5120101^23
Race: High Elf
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5120102^22
Tier II
ID: 5120102^23
Race: High Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5120103^22
Tier III
ID: 5120103^23
Race: High Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5120104^22
Tier IV
ID: 5120104^23
Race: High Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5120105^22
Tier V
ID: 5120105^23
Race: High Elf
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5120201^22
Tier I
ID: 5120201^23
Race: High Elf
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5120202^22
Tier II
ID: 5120202^23
Race: High Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5120203^22
Tier III
ID: 5120203^23
Race: High Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5120204^22
Tier IV
ID: 5120204^23
Race: High Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5120205^22
Tier V
ID: 5120205^23
Race: High Elf
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5120301^22
Tier I
ID: 5120301^23
Race: High Elf
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5120302^22
Tier II
ID: 5120302^23
Race: High Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5120303^22
Tier III
ID: 5120303^23
Race: High Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5120304^22
Tier IV
ID: 5120304^23
Race: High Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5120305^22
Tier V
ID: 5120305^23
Race: High Elf
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 5713200^28
Activate/Deactivate Idol
ID: 5713300^28
Pose: Sit / Stand
ID: 5713301^28
Pose: Crouch
ID: 5713302^28
Pose: Play Dead
ID: 6000100^21
Apprentice Mercenaries (Dark Elf)
ID: 6000200^21
Journeyman Mercenaries (Dark Elf)
ID: 6000300^21
Master Mercenaries (Dark Elf)
ID: 6010101^22
Tier I
ID: 6010101^23
Race: Dark Elf
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6010102^22
Tier II
ID: 6010102^23
Race: Dark Elf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6010103^22
Tier III
ID: 6010103^23
Race: Dark Elf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6010104^22
Tier IV
ID: 6010104^23
Race: Dark Elf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6010105^22
Tier V
ID: 6010105^23
Race: Dark Elf
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6010201^22
Tier I
ID: 6010201^23
Race: Dark Elf
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6010202^22
Tier II
ID: 6010202^23
Race: Dark Elf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6010203^22
Tier III
ID: 6010203^23
Race: Dark Elf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6010204^22
Tier IV
ID: 6010204^23
Race: Dark Elf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6010205^22
Tier V
ID: 6010205^23
Race: Dark Elf
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6010301^22
Tier I
ID: 6010301^23
Race: Dark Elf
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6010302^22
Tier II
ID: 6010302^23
Race: Dark Elf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6010303^22
Tier III
ID: 6010303^23
Race: Dark Elf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6010304^22
Tier IV
ID: 6010304^23
Race: Dark Elf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6010305^22
Tier V
ID: 6010305^23
Race: Dark Elf
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6020101^22
Tier I
ID: 6020101^23
Race: Dark Elf
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6020102^22
Tier II
ID: 6020102^23
Race: Dark Elf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6020103^22
Tier III
ID: 6020103^23
Race: Dark Elf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6020104^22
Tier IV
ID: 6020104^23
Race: Dark Elf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6020105^22
Tier V
ID: 6020105^23
Race: Dark Elf
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6020201^22
Tier I
ID: 6020201^23
Race: Dark Elf
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6020202^22
Tier II
ID: 6020202^23
Race: Dark Elf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6020203^22
Tier III
ID: 6020203^23
Race: Dark Elf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6020204^22
Tier IV
ID: 6020204^23
Race: Dark Elf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6020205^22
Tier V
ID: 6020205^23
Race: Dark Elf
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6020301^22
Tier I
ID: 6020301^23
Race: Dark Elf
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6020302^22
Tier II
ID: 6020302^23
Race: Dark Elf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6020303^22
Tier III
ID: 6020303^23
Race: Dark Elf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6020304^22
Tier IV
ID: 6020304^23
Race: Dark Elf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6020305^22
Tier V
ID: 6020305^23
Race: Dark Elf
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6040101^22
Tier I
ID: 6040101^23
Race: Dark Elf
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6040102^22
Tier II
ID: 6040102^23
Race: Dark Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6040103^22
Tier III
ID: 6040103^23
Race: Dark Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6040104^22
Tier IV
ID: 6040104^23
Race: Dark Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6040105^22
Tier V
ID: 6040105^23
Race: Dark Elf
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6040201^22
Tier I
ID: 6040201^23
Race: Dark Elf
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6040202^22
Tier II
ID: 6040202^23
Race: Dark Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6040203^22
Tier III
ID: 6040203^23
Race: Dark Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6040204^22
Tier IV
ID: 6040204^23
Race: Dark Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6040205^22
Tier V
ID: 6040205^23
Race: Dark Elf
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6040301^22
Tier I
ID: 6040301^23
Race: Dark Elf
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6040302^22
Tier II
ID: 6040302^23
Race: Dark Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6040303^22
Tier III
ID: 6040303^23
Race: Dark Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6040304^22
Tier IV
ID: 6040304^23
Race: Dark Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6040305^22
Tier V
ID: 6040305^23
Race: Dark Elf
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6120101^22
Tier I
ID: 6120101^23
Race: Dark Elf
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6120102^22
Tier II
ID: 6120102^23
Race: Dark Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6120103^22
Tier III
ID: 6120103^23
Race: Dark Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6120104^22
Tier IV
ID: 6120104^23
Race: Dark Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6120105^22
Tier V
ID: 6120105^23
Race: Dark Elf
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6120201^22
Tier I
ID: 6120201^23
Race: Dark Elf
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6120202^22
Tier II
ID: 6120202^23
Race: Dark Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6120203^22
Tier III
ID: 6120203^23
Race: Dark Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6120204^22
Tier IV
ID: 6120204^23
Race: Dark Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6120205^22
Tier V
ID: 6120205^23
Race: Dark Elf
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6120301^22
Tier I
ID: 6120301^23
Race: Dark Elf
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6120302^22
Tier II
ID: 6120302^23
Race: Dark Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6120303^22
Tier III
ID: 6120303^23
Race: Dark Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6120304^22
Tier IV
ID: 6120304^23
Race: Dark Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6120305^22
Tier V
ID: 6120305^23
Race: Dark Elf
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 6665900^28
Open the Door to the Lobby
ID: 7000100^21
Apprentice Mercenaries (Half Elf)
ID: 7000200^21
Journeyman Mercenaries (Half Elf)
ID: 7000300^21
Master Mercenaries (Half Elf)
ID: 7010101^22
Tier I
ID: 7010101^23
Race: Half Elf
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7010102^22
Tier II
ID: 7010102^23
Race: Half Elf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7010103^22
Tier III
ID: 7010103^23
Race: Half Elf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7010104^22
Tier IV
ID: 7010104^23
Race: Half Elf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7010105^22
Tier V
ID: 7010105^23
Race: Half Elf
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7010201^22
Tier I
ID: 7010201^23
Race: Half Elf
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7010202^22
Tier II
ID: 7010202^23
Race: Half Elf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7010203^22
Tier III
ID: 7010203^23
Race: Half Elf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7010204^22
Tier IV
ID: 7010204^23
Race: Half Elf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7010205^22
Tier V
ID: 7010205^23
Race: Half Elf
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7010301^22
Tier I
ID: 7010301^23
Race: Half Elf
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7010302^22
Tier II
ID: 7010302^23
Race: Half Elf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7010303^22
Tier III
ID: 7010303^23
Race: Half Elf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7010304^22
Tier IV
ID: 7010304^23
Race: Half Elf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7010305^22
Tier V
ID: 7010305^23
Race: Half Elf
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7020101^22
Tier I
ID: 7020101^23
Race: Half Elf
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7020102^22
Tier II
ID: 7020102^23
Race: Half Elf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7020103^22
Tier III
ID: 7020103^23
Race: Half Elf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7020104^22
Tier IV
ID: 7020104^23
Race: Half Elf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7020105^22
Tier V
ID: 7020105^23
Race: Half Elf
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7020201^22
Tier I
ID: 7020201^23
Race: Half Elf
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7020202^22
Tier II
ID: 7020202^23
Race: Half Elf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7020203^22
Tier III
ID: 7020203^23
Race: Half Elf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7020204^22
Tier IV
ID: 7020204^23
Race: Half Elf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7020205^22
Tier V
ID: 7020205^23
Race: Half Elf
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7020301^22
Tier I
ID: 7020301^23
Race: Half Elf
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7020302^22
Tier II
ID: 7020302^23
Race: Half Elf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7020303^22
Tier III
ID: 7020303^23
Race: Half Elf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7020304^22
Tier IV
ID: 7020304^23
Race: Half Elf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7020305^22
Tier V
ID: 7020305^23
Race: Half Elf
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7040101^22
Tier I
ID: 7040101^23
Race: Half Elf
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7040102^22
Tier II
ID: 7040102^23
Race: Half Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7040103^22
Tier III
ID: 7040103^23
Race: Half Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7040104^22
Tier IV
ID: 7040104^23
Race: Half Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7040105^22
Tier V
ID: 7040105^23
Race: Half Elf
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7040201^22
Tier I
ID: 7040201^23
Race: Half Elf
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7040202^22
Tier II
ID: 7040202^23
Race: Half Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7040203^22
Tier III
ID: 7040203^23
Race: Half Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7040204^22
Tier IV
ID: 7040204^23
Race: Half Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7040205^22
Tier V
ID: 7040205^23
Race: Half Elf
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7040301^22
Tier I
ID: 7040301^23
Race: Half Elf
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7040302^22
Tier II
ID: 7040302^23
Race: Half Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7040303^22
Tier III
ID: 7040303^23
Race: Half Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7040304^22
Tier IV
ID: 7040304^23
Race: Half Elf
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7040305^22
Tier V
ID: 7040305^23
Race: Half Elf
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7120101^22
Tier I
ID: 7120101^23
Race: Half-Elf
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7120102^22
Tier II
ID: 7120102^23
Race: Half Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7120103^22
Tier III
ID: 7120103^23
Race: Half Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7120104^22
Tier IV
ID: 7120104^23
Race: Half Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7120105^22
Tier V
ID: 7120105^23
Race: Half Elf
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7120201^22
Tier I
ID: 7120201^23
Race: Half Elf
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7120202^22
Tier II
ID: 7120202^23
Race: Half Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7120203^22
Tier III
ID: 7120203^23
Race: Half Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7120204^22
Tier IV
ID: 7120204^23
Race: Half Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7120205^22
Tier V
ID: 7120205^23
Race: Half Elf
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7120301^22
Tier I
ID: 7120301^23
Race: Half Elf
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7120302^22
Tier II
ID: 7120302^23
Race: Half Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7120303^22
Tier III
ID: 7120303^23
Race: Half Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7120304^22
Tier IV
ID: 7120304^23
Race: Half Elf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 7120305^22
Tier V
ID: 7120305^23
Race: Half Elf
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8000100^21
Apprentice Mercenaries (Dwarf)
ID: 8000200^21
Journeyman Mercenaries (Dwarf)
ID: 8000300^21
Master Mercenaries (Dwarf)
ID: 8010101^22
Tier I
ID: 8010101^23
Race: Dwarf
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8010102^22
Tier II
ID: 8010102^23
Race: Dwarf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8010103^22
Tier III
ID: 8010103^23
Race: Dwarf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8010104^22
Tier IV
ID: 8010104^23
Race: Dwarf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8010105^22
Tier V
ID: 8010105^23
Race: Dwarf
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8010201^22
Tier I
ID: 8010201^23
Race: Dwarf
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8010202^22
Tier II
ID: 8010202^23
Race: Dwarf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8010203^22
Tier III
ID: 8010203^23
Race: Dwarf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8010204^22
Tier IV
ID: 8010204^23
Race: Dwarf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8010205^22
Tier V
ID: 8010205^23
Race: Dwarf
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8010301^22
Tier I
ID: 8010301^23
Race: Dwarf
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8010302^22
Tier II
ID: 8010302^23
Race: Dwarf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8010303^22
Tier III
ID: 8010303^23
Race: Dwarf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8010304^22
Tier IV
ID: 8010304^23
Race: Dwarf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8010305^22
Tier V
ID: 8010305^23
Race: Dwarf
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8020101^22
Tier I
ID: 8020101^23
Race: Dwarf
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8020102^22
Tier II
ID: 8020102^23
Race: Dwarf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8020103^22
Tier III
ID: 8020103^23
Race: Dwarf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8020104^22
Tier IV
ID: 8020104^23
Race: Dwarf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8020105^22
Tier V
ID: 8020105^23
Race: Dwarf
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8020201^22
Tier I
ID: 8020201^23
Race: Dwarf
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8020202^22
Tier II
ID: 8020202^23
Race: Dwarf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8020203^22
Tier III
ID: 8020203^23
Race: Dwarf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8020204^22
Tier IV
ID: 8020204^23
Race: Dwarf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8020205^22
Tier V
ID: 8020205^23
Race: Dwarf
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8020301^22
Tier I
ID: 8020301^23
Race: Dwarf
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8020302^22
Tier II
ID: 8020302^23
Race: Dwarf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8020303^22
Tier III
ID: 8020303^23
Race: Dwarf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8020304^22
Tier IV
ID: 8020304^23
Race: Dwarf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8020305^22
Tier V
ID: 8020305^23
Race: Dwarf
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8040101^22
Tier I
ID: 8040101^23
Race: Dwarf
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8040102^22
Tier II
ID: 8040102^23
Race: Dwarf
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8040103^22
Tier III
ID: 8040103^23
Race: Dwarf
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8040104^22
Tier IV
ID: 8040104^23
Race: Dwarf
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8040105^22
Tier V
ID: 8040105^23
Race: Dwarf
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8040201^22
Tier I
ID: 8040201^23
Race: Dwarf
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8040202^22
Tier II
ID: 8040202^23
Race: Dwarf
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8040203^22
Tier III
ID: 8040203^23
Race: Dwarf
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8040204^22
Tier IV
ID: 8040204^23
Race: Dwarf
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8040205^22
Tier V
ID: 8040205^23
Race: Dwarf
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8040301^22
Tier I
ID: 8040301^23
Race: Dwarf
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8040302^22
Tier II
ID: 8040302^23
Race: Dwarf
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8040303^22
Tier III
ID: 8040303^23
Race: Dwarf
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8040304^22
Tier IV
ID: 8040304^23
Race: Dwarf
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8040305^22
Tier V
ID: 8040305^23
Race: Dwarf
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8120101^22
Tier I
ID: 8120101^23
Race: Dwarf
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8120102^22
Tier II
ID: 8120102^23
Race: Dwarf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8120103^22
Tier III
ID: 8120103^23
Race: Dwarf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8120104^22
Tier IV
ID: 8120104^23
Race: Dwarf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8120105^22
Tier V
ID: 8120105^23
Race: Dwarf
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8120201^22
Tier I
ID: 8120201^23
Race: Dwarf
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8120202^22
Tier II
ID: 8120202^23
Race: Dwarf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8120203^22
Tier III
ID: 8120203^23
Race: Dwarf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8120204^22
Tier IV
ID: 8120204^23
Race: Dwarf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8120205^22
Tier V
ID: 8120205^23
Race: Dwarf
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8120301^22
Tier I
ID: 8120301^23
Race: Dwarf
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8120302^22
Tier II
ID: 8120302^23
Race: Dwarf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8120303^22
Tier III
ID: 8120303^23
Race: Dwarf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8120304^22
Tier IV
ID: 8120304^23
Race: Dwarf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 8120305^22
Tier V
ID: 8120305^23
Race: Dwarf
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9000100^21
Apprentice Mercenaries (Troll)
ID: 9000200^21
Journeyman Mercenaries (Troll)
ID: 9000300^21
Master Mercenaries (Troll)
ID: 9010101^22
Tier I
ID: 9010101^23
Race: Troll
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9010102^22
Tier II
ID: 9010102^23
Race: Troll
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9010103^22
Tier III
ID: 9010103^23
Race: Troll
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9010104^22
Tier IV
ID: 9010104^23
Race: Troll
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9010105^22
Tier V
ID: 9010105^23
Race: Troll
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9010201^22
Tier I
ID: 9010201^23
Race: Troll
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9010202^22
Tier II
ID: 9010202^23
Race: Troll
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9010203^22
Tier III
ID: 9010203^23
Race: Troll
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9010204^22
Tier IV
ID: 9010204^23
Race: Troll
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9010205^22
Tier V
ID: 9010205^23
Race: Troll
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9010301^22
Tier I
ID: 9010301^23
Race: Troll
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9010302^22
Tier II
ID: 9010302^23
Race: Troll
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9010303^22
Tier III
ID: 9010303^23
Race: Troll
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9010304^22
Tier IV
ID: 9010304^23
Race: Troll
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9010305^22
Tier V
ID: 9010305^23
Race: Troll
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9020101^22
Tier I
ID: 9020101^23
Race: Troll
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9020102^22
Tier II
ID: 9020102^23
Race: Troll
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9020103^22
Tier III
ID: 9020103^23
Race: Troll
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9020104^22
Tier IV
ID: 9020104^23
Race: Troll
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9020105^22
Tier V
ID: 9020105^23
Race: Troll
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9020201^22
Tier I
ID: 9020201^23
Race: Troll
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9020202^22
Tier II
ID: 9020202^23
Race: Troll
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9020203^22
Tier III
ID: 9020203^23
Race: Troll
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9020204^22
Tier IV
ID: 9020204^23
Race: Troll
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9020205^22
Tier V
ID: 9020205^23
Race: Troll
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9020301^22
Tier I
ID: 9020301^23
Race: Troll
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9020302^22
Tier II
ID: 9020302^23
Race: Troll
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9020303^22
Tier III
ID: 9020303^23
Race: Troll
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9020304^22
Tier IV
ID: 9020304^23
Race: Troll
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9020305^22
Tier V
ID: 9020305^23
Race: Troll
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9120101^22
Tier I
ID: 9120101^23
Race: Troll
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9120102^22
Tier II
ID: 9120102^23
Race: Troll
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9120103^22
Tier III
ID: 9120103^23
Race: Troll
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9120104^22
Tier IV
ID: 9120104^23
Race: Troll
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9120105^22
Tier V
ID: 9120105^23
Race: Troll
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9120201^22
Tier I
ID: 9120201^23
Race: Troll
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9120202^22
Tier II
ID: 9120202^23
Race: Troll
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9120203^22
Tier III
ID: 9120203^23
Race: Troll
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9120204^22
Tier IV
ID: 9120204^23
Race: Troll
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9120205^22
Tier V
ID: 9120205^23
Race: Troll
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9120301^22
Tier I
ID: 9120301^23
Race: Troll
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9120302^22
Tier II
ID: 9120302^23
Race: Troll
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9120303^22
Tier III
ID: 9120303^23
Race: Troll
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9120304^22
Tier IV
ID: 9120304^23
Race: Troll
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 9120305^22
Tier V
ID: 9120305^23
Race: Troll
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10000000^34
has earned the EverQuest achievement "Hero's Forge - Noble Plate" (Obtained a set of special armor.)
ID: 10000000^35
has earned the EverQuest achievement "Hero's Forge - Noble Plate" (Obtained a full suit of special armor.)
ID: 10000001^34
has earned the EverQuest achievement "Hero's Forge - Noble Chain" (Obtained a set of special armor.)
ID: 10000001^35
has earned the EverQuest achievement "Hero's Forge - Noble Chain" (Obtained a full suit of special armor.)
ID: 10000002^34
has earned the EverQuest achievement "Hero's Forge - Noble Leather" (Obtained a set of special armor.)
ID: 10000002^35
has earned the EverQuest achievement "Hero's Forge - Noble Leather" (Obtained a full suit of special armor.)
ID: 10000003^34
has earned the EverQuest achievement "Hero's Forge - Noble Cloth" (Obtained a set of special armor.)
ID: 10000003^35
has earned the EverQuest achievement "Hero's Forge - Noble Cloth" (Obtained a full suit of special armor.)
ID: 10000004^34
has earned the EverQuest achievement "Hero's Forge - Bloodforged Plate" (Obtained a set of special armor.)
ID: 10000004^35
has earned the EverQuest achievement "Hero's Forge - Bloodforged Plate" (Obtained a full suit of special armor.)
ID: 10000005^34
has earned the EverQuest achievement "Hero's Forge - Bloodforged Chain" (Obtained a set of special armor.)
ID: 10000005^35
has earned the EverQuest achievement "Hero's Forge - Bloodforged Chain" (Obtained a full suit of special armor.)
ID: 10000006^34
has earned the EverQuest achievement "Hero's Forge - Bloodforged Leather" (Obtained a set of special armor.)
ID: 10000006^35
has earned the EverQuest achievement "Hero's Forge - Bloodforged Leather" (Obtained a full suit of special armor.)
ID: 10000007^34
has earned the EverQuest achievement "Hero's Forge - Bloodforged Cloth" (Obtained a set of special armor.)
ID: 10000007^35
has earned the EverQuest achievement "Hero's Forge - Bloodforged Cloth" (Obtained a full suit of special armor.)
ID: 10000008^34
has earned the EverQuest achievement "Hero's Forge - Sylvan Plate" (Obtained a set of special armor.)
ID: 10000008^35
has earned the EverQuest achievement "Hero's Forge - Sylvan Plate" (Obtained a full suit of special armor.)
ID: 10000009^34
has earned the EverQuest achievement "Hero's Forge - Sylvan Chain" (Obtained a set of special armor.)
ID: 10000009^35
has earned the EverQuest achievement "Hero's Forge - Sylvan Chain" (Obtained a full suit of special armor.)
ID: 10000010^34
has earned the EverQuest achievement "Hero's Forge - Sylvan Leather" (Obtained a set of special armor.)
ID: 10000010^35
has earned the EverQuest achievement "Hero's Forge - Sylvan Leather" (Obtained a full suit of special armor.)
ID: 10000011^34
has earned the EverQuest achievement "Hero's Forge - Sylvan Cloth" (Obtained a set of special armor.)
ID: 10000011^35
has earned the EverQuest achievement "Hero's Forge - Sylvan Cloth" (Obtained a full suit of special armor.)
ID: 10000012^34
has earned the EverQuest achievement "Hero's Forge - Valiant Plate" (Obtained a set of special armor.)
ID: 10000012^35
has earned the EverQuest achievement "Hero's Forge - Valiant Plate" (Obtained a full suit of special armor.)
ID: 10000013^34
has earned the EverQuest achievement "Hero's Forge - Valiant Chain" (Obtained a set of special armor.)
ID: 10000013^35
has earned the EverQuest achievement "Hero's Forge - Valiant Chain" (Obtained a full suit of special armor.)
ID: 10000014^34
has earned the EverQuest achievement "Hero's Forge - Valiant Leather" (Obtained a set of special armor.)
ID: 10000014^35
has earned the EverQuest achievement "Hero's Forge - Valiant Leather" (Obtained a full suit of special armor.)
ID: 10000015^34
has earned the EverQuest achievement "Hero's Forge - Valiant Cloth" (Obtained a set of special armor.)
ID: 10000015^35
has earned the EverQuest achievement "Hero's Forge - Valiant Cloth" (Obtained a full suit of special armor.)
ID: 10000016^34
has earned the EverQuest achievement "Hero's Forge - Insidious Plate" (Obtained a set of special armor.)
ID: 10000016^35
has earned the EverQuest achievement "Hero's Forge - Insidious Plate" (Obtained a full suit of special armor.)
ID: 10000017^34
has earned the EverQuest achievement "Hero's Forge - Insidious Chain" (Obtained a set of special armor.)
ID: 10000017^35
has earned the EverQuest achievement "Hero's Forge - Insidious Chain" (Obtained a full suit of special armor.)
ID: 10000018^34
has earned the EverQuest achievement "Hero's Forge - Insidious Leather" (Obtained a set of special armor.)
ID: 10000018^35
has earned the EverQuest achievement "Hero's Forge - Insidious Leather" (Obtained a full suit of special armor.)
ID: 10000019^34
has earned the EverQuest achievement "Hero's Forge - Insidious Cloth" (Obtained a set of special armor.)
ID: 10000019^35
has earned the EverQuest achievement "Hero's Forge - Insidious Cloth" (Obtained a full suit of special armor.)
ID: 10000020^34
has earned the EverQuest achievement "Hero's Forge - Eternal Grove Plate" (Obtained a set of special armor.)
ID: 10000020^35
has earned the EverQuest achievement "Hero's Forge - Eternal Grove Plate" (Obtained a full suit of special armor.)
ID: 10000021^34
has earned the EverQuest achievement "Hero's Forge - Eternal Grove Chain" (Obtained a set of special armor.)
ID: 10000021^35
has earned the EverQuest achievement "Hero's Forge - Eternal Grove Chain" (Obtained a full suit of special armor.)
ID: 10000022^34
has earned the EverQuest achievement "Hero's Forge - Eternal Grove Leather" (Obtained a set of special armor.)
ID: 10000022^35
has earned the EverQuest achievement "Hero's Forge - Eternal Grove Leather" (Obtained a full suit of special armor.)
ID: 10000023^34
has earned the EverQuest achievement "Hero's Forge - Eternal Grove Cloth" (Obtained a set of special armor.)
ID: 10000023^35
has earned the EverQuest achievement "Hero's Forge - Eternal Grove Cloth" (Obtained a full suit of special armor.)
ID: 10000024^34
has earned the EverQuest achievement "Hero's Forge - Ebon Hero's Forge Plate" (Obtained a set of special armor.)
ID: 10000024^35
has earned the EverQuest achievement "Hero's Forge - Ebon Hero's Forge Plate" (Obtained a full suit of special armor.)
ID: 10000025^34
has earned the EverQuest achievement "Hero's Forge - Ebon Hero's Forge Chain" (Obtained a set of special armor.)
ID: 10000025^35
has earned the EverQuest achievement "Hero's Forge - Ebon Hero's Forge Chain" (Obtained a full suit of special armor.)
ID: 10000026^34
has earned the EverQuest achievement "Hero's Forge - Ebon Hero's Forge Leather" (Got a set of special armor.)
ID: 10000026^35
has earned the EverQuest achievement "Hero's Forge - Ebon Hero's Forge Leather" (Obtained a full suit of special armor.)
ID: 10000027^34
has earned the EverQuest achievement "Hero's Forge - Ebon Hero's Forge Cloth" (Obtained a set of special armor.)
ID: 10000027^35
has earned the EverQuest achievement "Hero's Forge - Ebon Hero's Forge Cloth" (Obtained a full suit of special armor.)
ID: 10000028^34
has earned the EverQuest achievement "Hero's Forge - Viridian Hero's Forge Plate" (Got a set of special armor.)
ID: 10000028^35
has earned the EverQuest achievement "Hero's Forge - Viridian Hero's Forge Plate" (Obtained a full suit of special armor.)
ID: 10000029^34
has earned the EverQuest achievement "Hero's Forge - Viridian Hero's Forge Chain" (Got a set of special armor.)
ID: 10000029^35
has earned the EverQuest achievement "Hero's Forge - Viridian Hero's Forge Chain" (Obtained a full suit of special armor.)
ID: 10000030^34
has earned the EverQuest achievement "Hero's Forge - Viridian Hero's Forge Leather" (Got a set of special armor)
ID: 10000030^35
has earned the EverQuest achievement "Hero's Forge - Viridian Hero's Forge Leather" (Obtained a full suit of special armor.)
ID: 10000031^34
has earned the EverQuest achievement "Hero's Forge - Viridian Hero's Forge Cloth" (Got a set of special armor.)
ID: 10000031^35
has earned the EverQuest achievement "Hero's Forge - Viridian Hero's Forge Cloth" (Obtained a full suit of special armor.)
ID: 10000032^34
has earned the EverQuest achievement "Hero's Forge - Violet Hero's Forge Plate" (Got a set of special armor.)
ID: 10000032^35
has earned the EverQuest achievement "Hero's Forge - Violet Hero's Forge Plate" (Obtained a full suit of special armor.)
ID: 10000033^34
has earned the EverQuest achievement "Hero's Forge - Violet Hero's Forge Chain" (Got a set of special armor.)
ID: 10000033^35
has earned the EverQuest achievement "Hero's Forge - Violet Hero's Forge Chain" (Obtained a full suit of special armor.)
ID: 10000034^34
has earned the EverQuest achievement "Hero's Forge - Violet Hero's Forge Leather" (Got a set of special armor.)
ID: 10000034^35
has earned the EverQuest achievement "Hero's Forge - Violet Hero's Forge Leather" (Obtained a full suit of special armor.)
ID: 10000035^34
has earned the EverQuest achievement "Hero's Forge - Violet Hero's Forge Cloth" (Got a set of special armor.)
ID: 10000035^35
has earned the EverQuest achievement "Hero's Forge - Violet Hero's Forge Cloth" (Obtained a full suit of special armor.)
ID: 10000036^34
has earned the EverQuest achievement "Hero's Forge - Beryl Hero's Forge Plate" (Got a set of special armor.)
ID: 10000036^35
has earned the EverQuest achievement "Hero's Forge - Beryl Hero's Forge Plate" (Obtained a full suit of special armor.)
ID: 10000037^34
has earned the EverQuest achievement "Hero's Forge - Beryl Hero's Forge Chain" (Got a set of special armor.)
ID: 10000037^35
has earned the EverQuest achievement "Hero's Forge - Beryl Hero's Forge Chain" (Obtained a full suit of special armor.)
ID: 10000038^34
has earned the EverQuest achievement "Hero's Forge - Beryl Hero's Forge Leather" (Got a set of special armor.)
ID: 10000038^35
has earned the EverQuest achievement "Hero's Forge - Beryl Hero's Forge Leather" (Obtained a full suit of special armor.)
ID: 10000039^34
has earned the EverQuest achievement "Hero's Forge - Beryl Hero's Forge Cloth" (Got a set of special armor.)
ID: 10000039^35
has earned the EverQuest achievement "Hero's Forge - Beryl Hero's Forge Cloth" (Obtained a full suit of special armor.)
ID: 10000040^34
has earned the EverQuest achievement "Hero's Forge - Auburn Hero's Forge Plate" (Got a set of special armor.)
ID: 10000040^35
has earned the EverQuest achievement "Hero's Forge - Auburn Hero's Forge Plate" (Obtained a full suit of special armor.)
ID: 10000041^34
has earned the EverQuest achievement "Hero's Forge - Auburn Hero's Forge Chain" (Got a set of special armor.)
ID: 10000041^35
has earned the EverQuest achievement "Hero's Forge - Auburn Hero's Forge Chain" (Obtained a full suit of special armor.)
ID: 10000042^34
has earned the EverQuest achievement "Hero's Forge - Auburn Hero's Forge Leather" (Got a set of special armor.)
ID: 10000042^35
has earned the EverQuest achievement "Hero's Forge - Auburn Hero's Forge Leather" (Obtained a full suit of special armor.)
ID: 10000043^34
has earned the EverQuest achievement "Hero's Forge - Auburn Hero's Forge Cloth" (Got a set of special armor.)
ID: 10000043^35
has earned the EverQuest achievement "Hero's Forge - Auburn Hero's Forge Cloth" (Obtained a full suit of special armor.)
ID: 10000100^21
Apprentice Mercenaries (Ogre)
ID: 10000200^21
Journeyman Mercenaries (Ogre)
ID: 10000300^21
Master Mercenaries (Ogre)
ID: 10010101^22
Tier I
ID: 10010101^23
Race: Ogre
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10010102^22
Tier II
ID: 10010102^23
Race: Ogre
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10010103^22
Tier III
ID: 10010103^23
Race: Ogre
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10010104^22
Tier IV
ID: 10010104^23
Race: Ogre
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10010105^22
Tier V
ID: 10010105^23
Race: Ogre
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10010201^22
Tier I
ID: 10010201^23
Race: Ogre
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10010202^22
Tier II
ID: 10010202^23
Race: Ogre
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10010203^22
Tier III
ID: 10010203^23
Race: Ogre
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10010204^22
Tier IV
ID: 10010204^23
Race: Ogre
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10010205^22
Tier V
ID: 10010205^23
Race: Ogre
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10010301^22
Tier I
ID: 10010301^23
Race: Ogre
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10010302^22
Tier II
ID: 10010302^23
Race: Ogre
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10010303^22
Tier III
ID: 10010303^23
Race: Ogre
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10010304^22
Tier IV
ID: 10010304^23
Race: Ogre
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10010305^22
Tier V
ID: 10010305^23
Race: Ogre
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10020101^22
Tier I
ID: 10020101^23
Race: Ogre
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10020102^22
Tier II
ID: 10020102^23
Race: Ogre
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10020103^22
Tier III
ID: 10020103^23
Race: Ogre
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10020104^22
Tier IV
ID: 10020104^23
Race: Ogre
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10020105^22
Tier V
ID: 10020105^23
Race: Ogre
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10020201^22
Tier I
ID: 10020201^23
Race: Ogre
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10020202^22
Tier II
ID: 10020202^23
Race: Ogre
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10020203^22
Tier III
ID: 10020203^23
Race: Ogre
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10020204^22
Tier IV
ID: 10020204^23
Race: Ogre
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10020205^22
Tier V
ID: 10020205^23
Race: Ogre
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10020301^22
Tier I
ID: 10020301^23
Race: Ogre
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10020302^22
Tier II
ID: 10020302^23
Race: Ogre
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10020303^22
Tier III
ID: 10020303^23
Race: Ogre
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10020304^22
Tier IV
ID: 10020304^23
Race: Ogre
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10020305^22
Tier V
ID: 10020305^23
Race: Ogre
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10120101^22
Tier I
ID: 10120101^23
Race: Ogre
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10120102^22
Tier II
ID: 10120102^23
Race: Ogre
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10120103^22
Tier III
ID: 10120103^23
Race: Ogre
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10120104^22
Tier IV
ID: 10120104^23
Race: Ogre
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10120105^22
Tier V
ID: 10120105^23
Race: Ogre
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10120201^22
Tier I
ID: 10120201^23
Race: Ogre
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10120202^22
Tier II
ID: 10120202^23
Race: Ogre
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10120203^22
Tier III
ID: 10120203^23
Race: Ogre
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10120204^22
Tier IV
ID: 10120204^23
Race: Ogre
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10120205^22
Tier V
ID: 10120205^23
Race: Ogre
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10120301^22
Tier I
ID: 10120301^23
Race: Ogre
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10120302^22
Tier II
ID: 10120302^23
Race: Ogre
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10120303^22
Tier III
ID: 10120303^23
Race: Ogre
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10120304^22
Tier IV
ID: 10120304^23
Race: Ogre
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10120305^22
Tier V
ID: 10120305^23
Race: Ogre
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 10710500^28
Hover
ID: 10710501^28
Hover Around
ID: 10710502^28
Fly Around
ID: 10710503^28
Follow Me
ID: 10710600^28
Stay
ID: 10710601^28
Shamble About
ID: 10710602^28
Run Around
ID: 10710603^28
Follow Me
ID: 10710604^28
Act Naturally
ID: 10721000^28
Activate/Deactivate Goblin Special
ID: 10721001^28
Equip: Unequip Armor
ID: 10721002^28
Equip: Action Chain Armor
ID: 10721003^28
Equip: Action Cloth Armor
ID: 10721004^28
Equip: Action Plate Armor
ID: 10721005^28
Equip: Action Daggers
ID: 10721006^28
Equip: Action Arcanist's Staff
ID: 10721007^28
Equip: Action Skullcleaver
ID: 10721008^28
Equip: Action Fists!
ID: 10721009^28
Pose: Sit / Stand
ID: 10721010^28
Pose: Crouch
ID: 10721011^28
Pose: Play Dead
ID: 10721012^28
Fight! / Stop Fighting!
ID: 10721100^28
Activate/Deactivate Goblin Special
ID: 10721101^28
Equip: Standard Attire
ID: 10721102^28
Equip: Essence of Fire
ID: 10721103^28
Equip: Essence of the Sun
ID: 10721104^28
Equip: Action Fists!
ID: 10721105^28
Pose: Sit / Stand
ID: 10721106^28
Pose: Crouch
ID: 10721107^28
Pose: Play Dead
ID: 10721108^28
Fight! / Stop Fighting!
ID: 10721200^28
Activate/Deactivate Goblin Special
ID: 10721201^28
Equip: Unequip Armor
ID: 10721202^28
Equip: Action Helmet!
ID: 10721203^28
Equip: Action Spear
ID: 10721204^28
Equip: Action Bow and Arrow
ID: 10721205^28
Equip: Action Fists!
ID: 10721206^28
Pose: Sit / Stand
ID: 10721207^28
Pose: Crouch
ID: 10721208^28
Pose: Play Dead
ID: 10721209^28
Fight! / Stop Fighting!
ID: 10721300^28
Activate/Deactivate Goblin Special
ID: 10721301^28
Equip: Action Red Essence
ID: 10721302^28
Equip: Action Green Essence
ID: 10721303^28
Equip: Action Orange Essence
ID: 10721304^28
Equip: Deactivate Essences
ID: 10721305^28
Pose: Sit / Stand
ID: 10721306^28
Pose: Crouch
ID: 10721307^28
Pose: Play Dead
ID: 10721308^28
Fight! / Stop Fighting!
ID: 10721400^28
Activate/Deactivate Goblin Special
ID: 10721401^28
Equip: Standard Attire
ID: 10721402^28
Equip: Action Lost Blades
ID: 10721403^28
Equip: Action Bow of the Lost
ID: 10721404^28
Equip: Action Spears of the Lost
ID: 10721405^28
Equip: Action Weapons of Velious
ID: 10721406^28
Equip: Action Weapon of Madness
ID: 10721407^28
Equip: Action Fists!
ID: 10721408^28
Pose: Sit / Stand
ID: 10721409^28
Pose: Crouch
ID: 10721410^28
Pose: Play Dead
ID: 10721411^28
Fight! / Stop Fighting!
ID: 10721500^28
Activate/Deactivate Goblin Special
ID: 10721501^28
Equip: Standard Attire
ID: 10721502^28
Equip: King of the Sea
ID: 10721503^28
Equip: Action Fists!
ID: 10721504^28
Pose: Sit / Stand
ID: 10721505^28
Pose: Crouch
ID: 10721506^28
Pose: Play Dead
ID: 10721507^28
Fight! / Stop Fighting!
ID: 10721600^28
Pet the Tiny Bear
ID: 10721601^28
Pose: Stand
ID: 10721602^28
Pose: Play Dead
ID: 10721603^28
Activate Capricious Ursine Illusion
ID: 10721700^28
Pet the Tiny Bear
ID: 10721701^28
Pose: Stand
ID: 10721702^28
Pose: Play Dead
ID: 10721703^28
Activate Capricious Ursine Illusion
ID: 10721800^28
Pet the Tiny Bear
ID: 10721801^28
Pose: Stand
ID: 10721802^28
Pose: Play Dead
ID: 10721803^28
Activate Capricious Ursine Illusion
ID: 10721900^28
Equip: Standard Light Golden Plate
ID: 10721901^28
Equip: Light Silver Plate
ID: 10721902^28
Equip: Darkened Silver Plate
ID: 10721903^28
Equip: Darkened Golden Plate
ID: 10721904^28
Equip: Archer's Dark Dream
ID: 10721905^28
Equip: Lancer's Fearsome Partisan
ID: 10721906^28
Equip: Berserker's Shining Dream
ID: 10721907^28
Equip: Sceptres of Glimmering Reverie
ID: 10721908^28
Equip: Ceremonial Maul of Smashing
ID: 10721909^28
Equip: Centaur's Fists of Fury!
ID: 10721910^28
Pose: Stand
ID: 10721911^28
Pose: Stand Tall!
ID: 10721912^28
Pose: Play Dead
ID: 10721913^28
Fight! / Stop Fighting!
ID: 11000100^21
Apprentice Mercenaries (Halfling)
ID: 11000200^21
Journeyman Mercenaries (Halfling)
ID: 11000300^21
Master Mercenaries (Halfling)
ID: 11010101^22
Tier I
ID: 11010101^23
Race: Halfling
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11010102^22
Tier II
ID: 11010102^23
Race: Halfling
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11010103^22
Tier III
ID: 11010103^23
Race: Halfling
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11010104^22
Tier IV
ID: 11010104^23
Race: Halfling
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11010105^22
Tier V
ID: 11010105^23
Race: Halfling
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11010201^22
Tier I
ID: 11010201^23
Race: Halfling
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11010202^22
Tier II
ID: 11010202^23
Race: Halfling
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11010203^22
Tier III
ID: 11010203^23
Race: Halfling
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11010204^22
Tier IV
ID: 11010204^23
Race: Halfling
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11010205^22
Tier V
ID: 11010205^23
Race: Halfling
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11010301^22
Tier I
ID: 11010301^23
Race: Halfling
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11010302^22
Tier II
ID: 11010302^23
Race: Halfling
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11010303^22
Tier III
ID: 11010303^23
Race: Halfling
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11010304^22
Tier IV
ID: 11010304^23
Race: Halfling
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11010305^22
Tier V
ID: 11010305^23
Race: Halfling
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11020101^22
Tier I
ID: 11020101^23
Race: Halfling
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11020102^22
Tier II
ID: 11020102^23
Race: Halfling
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11020103^22
Tier III
ID: 11020103^23
Race: Halfling
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11020104^22
Tier IV
ID: 11020104^23
Race: Halfling
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11020105^22
Tier V
ID: 11020105^23
Race: Halfling
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11020201^22
Tier I
ID: 11020201^23
Race: Halfling
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11020202^22
Tier II
ID: 11020202^23
Race: Halfling
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11020203^22
Tier III
ID: 11020203^23
Race: Halfling
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11020204^22
Tier IV
ID: 11020204^23
Race: Halfling
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11020205^22
Tier V
ID: 11020205^23
Race: Halfling
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11020301^22
Tier I
ID: 11020301^23
Race: Halfling
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11020302^22
Tier II
ID: 11020302^23
Race: Halfling
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11020303^22
Tier III
ID: 11020303^23
Race: Halfling
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11020304^22
Tier IV
ID: 11020304^23
Race: Halfling
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11020305^22
Tier V
ID: 11020305^23
Race: Halfling
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11040101^22
Tier I
ID: 11040101^23
Race: Halfling
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11040102^22
Tier II
ID: 11040102^23
Race: Halfling
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11040103^22
Tier III
ID: 11040103^23
Race: Halfling
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11040104^22
Tier IV
ID: 11040104^23
Race: Halfling
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11040105^22
Tier V
ID: 11040105^23
Race: Halfling
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11040201^22
Tier I
ID: 11040201^23
Race: Halfling
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11040202^22
Tier II
ID: 11040202^23
Race: Halfling
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11040203^22
Tier III
ID: 11040203^23
Race: Halfling
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11040204^22
Tier IV
ID: 11040204^23
Race: Halfling
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11040205^22
Tier V
ID: 11040205^23
Race: Halfling
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11040301^22
Tier I
ID: 11040301^23
Race: Halfling
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11040302^22
Tier II
ID: 11040302^23
Race: Halfling
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11040303^22
Tier III
ID: 11040303^23
Race: Halfling
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11040304^22
Tier IV
ID: 11040304^23
Race: Halfling
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11040305^22
Tier V
ID: 11040305^23
Race: Halfling
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11120101^22
Tier I
ID: 11120101^23
Race: Halfling
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11120102^22
Tier II
ID: 11120102^23
Race: Halfling
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11120103^22
Tier III
ID: 11120103^23
Race: Halfling
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11120104^22
Tier IV
ID: 11120104^23
Race: Halfling
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11120105^22
Tier V
ID: 11120105^23
Race: Halfling
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11120201^22
Tier I
ID: 11120201^23
Race: Halfling
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11120202^22
Tier II
ID: 11120202^23
Race: Halfling
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11120203^22
Tier III
ID: 11120203^23
Race: Halfling
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11120204^22
Tier IV
ID: 11120204^23
Race: Halfling
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11120205^22
Tier V
ID: 11120205^23
Race: Halfling
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11120301^22
Tier I
ID: 11120301^23
Race: Halfling
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11120302^22
Tier II
ID: 11120302^23
Race: Halfling
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11120303^22
Tier III
ID: 11120303^23
Race: Halfling
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11120304^22
Tier IV
ID: 11120304^23
Race: Halfling
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 11120305^22
Tier V
ID: 11120305^23
Race: Halfling
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12000100^21
Apprentice Mercenaries (Gnome)
ID: 12000200^21
Journeyman Mercenaries (Gnome)
ID: 12000300^21
Master Mercenaries (Gnome)
ID: 12010101^22
Tier I
ID: 12010101^23
Race: Gnome
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12010102^22
Tier II
ID: 12010102^23
Race: Gnome
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12010103^22
Tier III
ID: 12010103^23
Race: Gnome
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12010104^22
Tier IV
ID: 12010104^23
Race: Gnome
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12010105^22
Tier V
ID: 12010105^23
Race: Gnome
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12010201^22
Tier I
ID: 12010201^23
Race: Gnome
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12010202^22
Tier II
ID: 12010202^23
Race: Gnome
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12010203^22
Tier III
ID: 12010203^23
Race: Gnome
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12010204^22
Tier IV
ID: 12010204^23
Race: Gnome
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12010205^22
Tier V
ID: 12010205^23
Race: Gnome
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12010301^22
Tier I
ID: 12010301^23
Race: Gnome
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12010302^22
Tier II
ID: 12010302^23
Race: Gnome
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12010303^22
Tier III
ID: 12010303^23
Race: Gnome
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12010304^22
Tier IV
ID: 12010304^23
Race: Gnome
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12010305^22
Tier V
ID: 12010305^23
Race: Gnome
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12020101^22
Tier I
ID: 12020101^23
Race: Gnome
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12020102^22
Tier II
ID: 12020102^23
Race: Gnome
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12020103^22
Tier III
ID: 12020103^23
Race: Gnome
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12020104^22
Tier IV
ID: 12020104^23
Race: Gnome
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12020105^22
Tier V
ID: 12020105^23
Race: Gnome
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12020201^22
Tier I
ID: 12020201^23
Race: Gnome
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12020202^22
Tier II
ID: 12020202^23
Race: Gnome
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12020203^22
Tier III
ID: 12020203^23
Race: Gnome
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12020204^22
Tier IV
ID: 12020204^23
Race: Gnome
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12020205^22
Tier V
ID: 12020205^23
Race: Gnome
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12020301^22
Tier I
ID: 12020301^23
Race: Gnome
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12020302^22
Tier II
ID: 12020302^23
Race: Gnome
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12020303^22
Tier III
ID: 12020303^23
Race: Gnome
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12020304^22
Tier IV
ID: 12020304^23
Race: Gnome
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12020305^22
Tier V
ID: 12020305^23
Race: Gnome
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12040101^22
Tier I
ID: 12040101^23
Race: Gnome
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12040102^22
Tier II
ID: 12040102^23
Race: Gnome
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12040103^22
Tier III
ID: 12040103^23
Race: Gnome
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12040104^22
Tier IV
ID: 12040104^23
Race: Gnome
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12040105^22
Tier V
ID: 12040105^23
Race: Gnome
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12040201^22
Tier I
ID: 12040201^23
Race: Gnome
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12040202^22
Tier II
ID: 12040202^23
Race: Gnome
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12040203^22
Tier III
ID: 12040203^23
Race: Gnome
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12040204^22
Tier IV
ID: 12040204^23
Race: Gnome
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12040205^22
Tier V
ID: 12040205^23
Race: Gnome
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12040301^22
Tier I
ID: 12040301^23
Race: Gnome
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12040302^22
Tier II
ID: 12040302^23
Race: Gnome
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12040303^22
Tier III
ID: 12040303^23
Race: Gnome
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12040304^22
Tier IV
ID: 12040304^23
Race: Gnome
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12040305^22
Tier V
ID: 12040305^23
Race: Gnome
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12120101^22
Tier I
ID: 12120101^23
Race: Gnome
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12120102^22
Tier II
ID: 12120102^23
Race: Gnome
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12120103^22
Tier III
ID: 12120103^23
Race: Gnome
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12120104^22
Tier IV
ID: 12120104^23
Race: Gnome
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12120105^22
Tier V
ID: 12120105^23
Race: Gnome
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12120201^22
Tier I
ID: 12120201^23
Race: Gnome
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12120202^22
Tier II
ID: 12120202^23
Race: Gnome
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12120203^22
Tier III
ID: 12120203^23
Race: Gnome
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12120204^22
Tier IV
ID: 12120204^23
Race: Gnome
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12120205^22
Tier V
ID: 12120205^23
Race: Gnome
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12120301^22
Tier I
ID: 12120301^23
Race: Gnome
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12120302^22
Tier II
ID: 12120302^23
Race: Gnome
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12120303^22
Tier III
ID: 12120303^23
Race: Gnome
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12120304^22
Tier IV
ID: 12120304^23
Race: Gnome
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12120305^22
Tier V
ID: 12120305^23
Race: Gnome
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 12427300^28
Cease this endless conflict!
ID: 12427301^28
Pose: Sit / Stand
ID: 12427302^28
Pose: Crouch
ID: 12427303^28
Pose: Play Dead
ID: 26000100^21
Apprentice Mercenaries (Froglok)
ID: 26000200^21
Journeyman Mercenaries (Froglok)
ID: 26000300^21
Master Mercenaries (Froglok)
ID: 26010101^22
Tier I
ID: 26010101^23
Race: Froglok
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26010102^22
Tier II
ID: 26010102^23
Race: Froglok
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26010103^22
Tier III
ID: 26010103^23
Race: Froglok
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26010104^22
Tier IV
ID: 26010104^23
Race: Froglok
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26010105^22
Tier V
ID: 26010105^23
Race: Froglok
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26010201^22
Tier I
ID: 26010201^23
Race: Froglok
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26010202^22
Tier II
ID: 26010202^23
Race: Froglok
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26010203^22
Tier III
ID: 26010203^23
Race: Froglok
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26010204^22
Tier IV
ID: 26010204^23
Race: Froglok
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26010205^22
Tier V
ID: 26010205^23
Race: Froglok
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26010301^22
Tier I
ID: 26010301^23
Race: Froglok
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26010302^22
Tier II
ID: 26010302^23
Race: Froglok
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26010303^22
Tier III
ID: 26010303^23
Race: Froglok
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26010304^22
Tier IV
ID: 26010304^23
Race: Froglok
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26010305^22
Tier V
ID: 26010305^23
Race: Froglok
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26020101^22
Tier I
ID: 26020101^23
Race: Froglok
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26020102^22
Tier II
ID: 26020102^23
Race: Froglok
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26020103^22
Tier III
ID: 26020103^23
Race: Froglok
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26020104^22
Tier IV
ID: 26020104^23
Race: Froglok
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26020105^22
Tier V
ID: 26020105^23
Race: Froglok
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26020201^22
Tier I
ID: 26020201^23
Race: Froglok
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26020202^22
Tier II
ID: 26020202^23
Race: Froglok
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26020203^22
Tier III
ID: 26020203^23
Race: Froglok
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26020204^22
Tier IV
ID: 26020204^23
Race: Froglok
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26020205^22
Tier V
ID: 26020205^23
Race: Froglok
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26020301^22
Tier I
ID: 26020301^23
Race: Froglok
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26020302^22
Tier II
ID: 26020302^23
Race: Froglok
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26020303^22
Tier III
ID: 26020303^23
Race: Froglok
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26020304^22
Tier IV
ID: 26020304^23
Race: Froglok
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26020305^22
Tier V
ID: 26020305^23
Race: Froglok
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26040101^22
Tier I
ID: 26040101^23
Race: Froglok
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26040102^22
Tier II
ID: 26040102^23
Race: Froglok
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26040103^22
Tier III
ID: 26040103^23
Race: Froglok
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26040104^22
Tier IV
ID: 26040104^23
Race: Froglok
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26040105^22
Tier V
ID: 26040105^23
Race: Froglok
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26040201^22
Tier I
ID: 26040201^23
Race: Froglok
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26040202^22
Tier II
ID: 26040202^23
Race: Froglok
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26040203^22
Tier III
ID: 26040203^23
Race: Froglok
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26040204^22
Tier IV
ID: 26040204^23
Race: Froglok
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26040205^22
Tier V
ID: 26040205^23
Race: Froglok
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26040301^22
Tier I
ID: 26040301^23
Race: Froglok
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26040302^22
Tier II
ID: 26040302^23
Race: Froglok
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26040303^22
Tier III
ID: 26040303^23
Race: Froglok
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26040304^22
Tier IV
ID: 26040304^23
Race: Froglok
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26040305^22
Tier V
ID: 26040305^23
Race: Froglok
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26120101^22
Tier I
ID: 26120101^23
Race: Froglok
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26120102^22
Tier II
ID: 26120102^23
Race: Froglok
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26120103^22
Tier III
ID: 26120103^23
Race: Froglok
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26120104^22
Tier IV
ID: 26120104^23
Race: Froglok
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26120105^22
Tier V
ID: 26120105^23
Race: Froglok
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26120201^22
Tier I
ID: 26120201^23
Race: Froglok
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26120202^22
Tier II
ID: 26120202^23
Race: Froglok
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26120203^22
Tier III
ID: 26120203^23
Race: Froglok
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26120204^22
Tier IV
ID: 26120204^23
Race: Froglok
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26120205^22
Tier V
ID: 26120205^23
Race: Froglok
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26120301^22
Tier I
ID: 26120301^23
Race: Froglok
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26120302^22
Tier II
ID: 26120302^23
Race: Froglok
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26120303^22
Tier III
ID: 26120303^23
Race: Froglok
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26120304^22
Tier IV
ID: 26120304^23
Race: Froglok
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 26120305^22
Tier V
ID: 26120305^23
Race: Froglok
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 33000100^21
Apprentice Mercenaries (Guktan)
ID: 33000200^21
Journeyman Mercenaries (Guktan)
ID: 33000300^21
Master Mercenaries (Guktan)
ID: 46700010^21
Apprentice Mercenaries (Shiliskin)
ID: 46700020^21
Journeyman Mercenaries (Shiliskin)
ID: 46700030^21
Master Mercenaries (Shiliskin)
ID: 46701011^22
Tier I
ID: 46701011^23
Race: Shiliskin
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46701012^22
Tier II
ID: 46701012^23
Race: Shiliskin
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46701013^22
Tier III
ID: 46701013^23
Race: Shiliskin
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46701014^22
Tier IV
ID: 46701014^23
Race: Shiliskin
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46701015^22
Tier V
ID: 46701015^23
Race: Shiliskin
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46701021^22
Tier I
ID: 46701021^23
Race: Shiliskin
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46701022^22
Tier II
ID: 46701022^23
Race: Shiliskin
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46701023^22
Tier III
ID: 46701023^23
Race: Shiliskin
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46701024^22
Tier IV
ID: 46701024^23
Race: Shiliskin
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46701025^22
Tier V
ID: 46701025^23
Race: Shiliskin
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46701031^22
Tier I
ID: 46701031^23
Race: Shiliskin
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46701032^22
Tier II
ID: 46701032^23
Race: Shiliskin
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46701033^22
Tier III
ID: 46701033^23
Race: Shiliskin
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46701034^22
Tier IV
ID: 46701034^23
Race: Shiliskin
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46701035^22
Tier V
ID: 46701035^23
Race: Shiliskin
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46702011^22
Tier I
ID: 46702011^23
Race: Shiliskin
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46702012^22
Tier II
ID: 46702012^23
Race: Shiliskin
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46702013^22
Tier III
ID: 46702013^23
Race: Shiliskin
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46702014^22
Tier IV
ID: 46702014^23
Race: Shiliskin
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46702015^22
Tier V
ID: 46702015^23
Race: Shiliskin
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46702021^22
Tier I
ID: 46702021^23
Race: Shiliskin
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46702022^22
Tier II
ID: 46702022^23
Race: Shiliskin
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46702023^22
Tier III
ID: 46702023^23
Race: Shiliskin
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46702024^22
Tier IV
ID: 46702024^23
Race: Shiliskin
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46702025^22
Tier V
ID: 46702025^23
Race: Shiliskin
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46702031^22
Tier I
ID: 46702031^23
Race: Shiliskin
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46702032^22
Tier II
ID: 46702032^23
Race: Shiliskin
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46702033^22
Tier III
ID: 46702033^23
Race: Shiliskin
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46702034^22
Tier IV
ID: 46702034^23
Race: Shiliskin
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46702035^22
Tier V
ID: 46702035^23
Race: Shiliskin
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46709011^22
Tier I
ID: 46709011^23
Race: Shiliskin
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46709012^22
Tier II
ID: 46709012^23
Race: Shiliskin
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46709013^22
Tier III
ID: 46709013^23
Race: Shiliskin
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46709014^22
Tier IV
ID: 46709014^23
Race: Shiliskin
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46709015^22
Tier V
ID: 46709015^23
Race: Shiliskin
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46709021^22
Tier I
ID: 46709021^23
Race: Shiliskin
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46709022^22
Tier II
ID: 46709022^23
Race: Shiliskin
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46709023^22
Tier III
ID: 46709023^23
Race: Shiliskin
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46709024^22
Tier IV
ID: 46709024^23
Race: Shiliskin
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46709025^22
Tier V
ID: 46709025^23
Race: Shiliskin
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46709031^22
Tier I
ID: 46709031^23
Race: Shiliskin
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46709032^22
Tier II
ID: 46709032^23
Race: Shiliskin
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46709033^22
Tier III
ID: 46709033^23
Race: Shiliskin
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46709034^22
Tier IV
ID: 46709034^23
Race: Shiliskin
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46709035^22
Tier V
ID: 46709035^23
Race: Shiliskin
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46712011^22
Tier I
ID: 46712011^23
Race: Shiliskin
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46712012^22
Tier II
ID: 46712012^23
Race: Shiliskin
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46712013^22
Tier III
ID: 46712013^23
Race: Shiliskin
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46712014^22
Tier IV
ID: 46712014^23
Race: Shiliskin
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46712015^22
Tier V
ID: 46712015^23
Race: Shiliskin
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46712021^22
Tier I
ID: 46712021^23
Race: Shiliskin
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46712022^22
Tier II
ID: 46712022^23
Race: Shiliskin
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46712023^22
Tier III
ID: 46712023^23
Race: Shiliskin
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46712024^22
Tier IV
ID: 46712024^23
Race: Shiliskin
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46712025^22
Tier V
ID: 46712025^23
Race: Shiliskin
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46712031^22
Tier I
ID: 46712031^23
Race: Shiliskin
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46712032^22
Tier II
ID: 46712032^23
Race: Shiliskin
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46712033^22
Tier III
ID: 46712033^23
Race: Shiliskin
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46712034^22
Tier IV
ID: 46712034^23
Race: Shiliskin
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 46712035^22
Tier V
ID: 46712035^23
Race: Shiliskin
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 48000100^21
Apprentice Mercenaries (Kobold)
ID: 48000200^21
Journeyman Mercenaries (Kobold)
ID: 48000300^21
Master Mercenaries (Kobold)
ID: 48040101^22
Tier I
ID: 48040101^23
Race: Kobold
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 48040102^22
Tier II
ID: 48040102^23
Race: Kobold
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 48040103^22
Tier III
ID: 48040103^23
Race: Kobold
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 48040104^22
Tier IV
ID: 48040104^23
Race: Kobold
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 48040105^22
Tier V
ID: 48040105^23
Race: Kobold
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 48040201^22
Tier I
ID: 48040201^23
Race: Kobold
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 48040202^22
Tier II
ID: 48040202^23
Race: Kobold
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 48040203^22
Tier III
ID: 48040203^23
Race: Kobold
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 48040204^22
Tier IV
ID: 48040204^23
Race: Kobold
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 48040205^22
Tier V
ID: 48040205^23
Race: Kobold
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 48040301^22
Tier I
ID: 48040301^23
Race: Kobold
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 48040302^22
Tier II
ID: 48040302^23
Race: Kobold
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 48040303^22
Tier III
ID: 48040303^23
Race: Kobold
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 48040304^22
Tier IV
ID: 48040304^23
Race: Kobold
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 48040305^22
Tier V
ID: 48040305^23
Race: Kobold
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51000100^21
Apprentice Mercenaries (Lizardman)
ID: 51000200^21
Journeyman Mercenaries (Lizardman)
ID: 51000300^21
Master Mercenaries (Lizardman)
ID: 51010101^22
Tier I
ID: 51010101^23
Race: Lizardman
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51010102^22
Tier II
ID: 51010102^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51010103^22
Tier III
ID: 51010103^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51010104^22
Tier IV
ID: 51010104^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51010105^22
Tier V
ID: 51010105^23
Race: Lizardman
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51010201^22
Tier I
ID: 51010201^23
Race: Lizardman
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51010202^22
Tier II
ID: 51010202^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51010203^22
Tier III
ID: 51010203^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51010204^22
Tier IV
ID: 51010204^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51010205^22
Tier V
ID: 51010205^23
Race: Lizardman
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51010301^22
Tier I
ID: 51010301^23
Race: Lizardman
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51010302^22
Tier II
ID: 51010302^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51010303^22
Tier III
ID: 51010303^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51010304^22
Tier IV
ID: 51010304^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51010305^22
Tier V
ID: 51010305^23
Race: Lizardman
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51020101^22
Tier I
ID: 51020101^23
Race: Lizardman
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51020102^22
Tier II
ID: 51020102^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51020103^22
Tier III
ID: 51020103^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51020104^22
Tier IV
ID: 51020104^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51020105^22
Tier V
ID: 51020105^23
Race: Lizardman
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51020201^22
Tier I
ID: 51020201^23
Race: Lizardman
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51020202^22
Tier II
ID: 51020202^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51020203^22
Tier III
ID: 51020203^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51020204^22
Tier IV
ID: 51020204^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51020205^22
Tier V
ID: 51020205^23
Race: Lizardman
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51020301^22
Tier I
ID: 51020301^23
Race: Lizardman
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51020302^22
Tier II
ID: 51020302^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51020303^22
Tier III
ID: 51020303^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51020304^22
Tier IV
ID: 51020304^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51020305^22
Tier V
ID: 51020305^23
Race: Lizardman
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51040101^22
Tier I
ID: 51040101^23
Race: Lizardman
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51040102^22
Tier II
ID: 51040102^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51040103^22
Tier III
ID: 51040103^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51040104^22
Tier IV
ID: 51040104^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51040105^22
Tier V
ID: 51040105^23
Race: Lizardman
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51040201^22
Tier I
ID: 51040201^23
Race: Lizardman
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51040202^22
Tier II
ID: 51040202^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51040203^22
Tier III
ID: 51040203^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51040204^22
Tier IV
ID: 51040204^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51040205^22
Tier V
ID: 51040205^23
Race: Lizardman
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51040301^22
Tier I
ID: 51040301^23
Race: Lizardman
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51040302^22
Tier II
ID: 51040302^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51040303^22
Tier III
ID: 51040303^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51040304^22
Tier IV
ID: 51040304^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51040305^22
Tier V
ID: 51040305^23
Race: Lizardman
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51120101^22
Tier I
ID: 51120101^23
Race: Lizardman
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51120102^22
Tier II
ID: 51120102^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51120103^22
Tier III
ID: 51120103^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51120104^22
Tier IV
ID: 51120104^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51120105^22
Tier V
ID: 51120105^23
Race: Lizardman
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51120201^22
Tier I
ID: 51120201^23
Race: Lizardman
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51120202^22
Tier II
ID: 51120202^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51120203^22
Tier III
ID: 51120203^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51120204^22
Tier IV
ID: 51120204^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51120205^22
Tier V
ID: 51120205^23
Race: Lizardman
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51120301^22
Tier I
ID: 51120301^23
Race: Lizardman
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51120302^22
Tier II
ID: 51120302^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51120303^22
Tier III
ID: 51120303^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51120304^22
Tier IV
ID: 51120304^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 51120305^22
Tier V
ID: 51120305^23
Race: Lizardman
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71800010^21
Apprentice Mercenaries (Fear Crazed Chetari)
ID: 71800020^21
Journeyman Mercenaries (Fear Crazed Chetari)
ID: 71800030^21
Master Mercenaries (Fear Crazed Chetari)
ID: 71801011^22
Tier I
ID: 71801011^23
Race: Fear Crazed Chetari
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71801012^22
Tier II
ID: 71801012^23
Race: Fear Crazed Chetari
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71801013^22
Tier III
ID: 71801013^23
Race: Fear Crazed Chetari
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71801014^22
Tier IV
ID: 71801014^23
Race: Fear Crazed Chetari
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71801015^22
Tier V
ID: 71801015^23
Race: Fear Crazed Chetari
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71801021^22
Tier I
ID: 71801021^23
Race: Fear Crazed Chetari
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71801022^22
Tier II
ID: 71801022^23
Race: Fear Crazed Chetari
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71801023^22
Tier III
ID: 71801023^23
Race: Fear Crazed Chetari
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71801024^22
Tier IV
ID: 71801024^23
Race: Fear Crazed Chetari
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71801025^22
Tier V
ID: 71801025^23
Race: Fear Crazed Chetari
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71801031^22
Tier I
ID: 71801031^23
Race: Fear Crazed Chetari
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71801032^22
Tier II
ID: 71801032^23
Race: Fear Crazed Chetari
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71801033^22
Tier III
ID: 71801033^23
Race: Fear Crazed Chetari
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71801034^22
Tier IV
ID: 71801034^23
Race: Fear Crazed Chetari
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71801035^22
Tier V
ID: 71801035^23
Race: Fear Crazed Chetari
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71802011^22
Tier I
ID: 71802011^23
Race: Fear Crazed Chetari
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71802012^22
Tier II
ID: 71802012^23
Race: Fear Crazed Chetari
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71802013^22
Tier III
ID: 71802013^23
Race: Fear Crazed Chetari
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71802014^22
Tier IV
ID: 71802014^23
Race: Fear Crazed Chetari
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71802015^22
Tier V
ID: 71802015^23
Race: Fear Crazed Chetari
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71802021^22
Tier I
ID: 71802021^23
Race: Fear Crazed Chetari
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71802022^22
Tier II
ID: 71802022^23
Race: Fear Crazed Chetari
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71802023^22
Tier III
ID: 71802023^23
Race: Fear Crazed Chetari
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71802024^22
Tier IV
ID: 71802024^23
Race: Fear Crazed Chetari
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71802025^22
Tier V
ID: 71802025^23
Race: Fear Crazed Chetari
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71802031^22
Tier I
ID: 71802031^23
Race: Fear Crazed Chetari
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71802032^22
Tier II
ID: 71802032^23
Race: Fear Crazed Chetari
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71802033^22
Tier III
ID: 71802033^23
Race: Fear Crazed Chetari
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71802034^22
Tier IV
ID: 71802034^23
Race: Fear Crazed Chetari
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71802035^22
Tier V
ID: 71802035^23
Race: Fear Crazed Chetari
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71809011^22
Tier I
ID: 71809011^23
Race: Fear Crazed Chetari
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71809012^22
Tier II
ID: 71809012^23
Race: Fear Crazed Chetari
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71809013^22
Tier III
ID: 71809013^23
Race: Fear Crazed Chetari
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71809014^22
Tier IV
ID: 71809014^23
Race: Fear Crazed Chetari
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71809015^22
Tier V
ID: 71809015^23
Race: Fear Crazed Chetari
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71809021^22
Tier I
ID: 71809021^23
Race: Fear Crazed Chetari
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71809022^22
Tier II
ID: 71809022^23
Race: Fear Crazed Chetari
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71809023^22
Tier III
ID: 71809023^23
Race: Fear Crazed Chetari
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71809024^22
Tier IV
ID: 71809024^23
Race: Fear Crazed Chetari
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71809025^22
Tier V
ID: 71809025^23
Race: Fear Crazed Chetari
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71809031^22
Tier I
ID: 71809031^23
Race: Fear Crazed Chetari
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71809032^22
Tier II
ID: 71809032^23
Race: Fear Crazed Chetari
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71809033^22
Tier III
ID: 71809033^23
Race: Fear Crazed Chetari
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71809034^22
Tier IV
ID: 71809034^23
Race: Fear Crazed Chetari
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71809035^22
Tier V
ID: 71809035^23
Race: Fear Crazed Chetari
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71812011^22
Tier I
ID: 71812011^23
Race: Fear Crazed Chetari
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71812012^22
Tier II
ID: 71812012^23
Race: Fear Crazed Chetari
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71812013^22
Tier III
ID: 71812013^23
Race: Fear Crazed Chetari
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71812014^22
Tier IV
ID: 71812014^23
Race: Fear Crazed Chetari
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71812015^22
Tier V
ID: 71812015^23
Race: Fear Crazed Chetari
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71812021^22
Tier I
ID: 71812021^23
Race: Fear Crazed Chetari
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71812022^22
Tier II
ID: 71812022^23
Race: Fear Crazed Chetari
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71812023^22
Tier III
ID: 71812023^23
Race: Fear Crazed Chetari
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71812024^22
Tier IV
ID: 71812024^23
Race: Fear Crazed Chetari
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71812025^22
Tier V
ID: 71812025^23
Race: Fear Crazed Chetari
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71812031^22
Tier I
ID: 71812031^23
Race: Fear Crazed Chetari
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71812032^22
Tier II
ID: 71812032^23
Race: Fear Crazed Chetari
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71812033^22
Tier III
ID: 71812033^23
Race: Fear Crazed Chetari
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71812034^22
Tier IV
ID: 71812034^23
Race: Fear Crazed Chetari
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 71812035^22
Tier V
ID: 71812035^23
Race: Fear Crazed Chetari
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74100010^21
Apprentice Mercenaries (Bixie)
ID: 74100020^21
Journeyman Mercenaries (Bixie)
ID: 74100030^21
Master Mercenaries (Bixie)
ID: 74101011^22
Tier I
ID: 74101011^23
Race: Bixie
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74101012^22
Tier II
ID: 74101012^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74101013^22
Tier III
ID: 74101013^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74101014^22
Tier IV
ID: 74101014^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74101015^22
Tier V
ID: 74101015^23
Race: Bixie
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74101021^22
Tier I
ID: 74101021^23
Race: Bixie
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74101022^22
Tier II
ID: 74101022^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74101023^22
Tier III
ID: 74101023^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74101024^22
Tier IV
ID: 74101024^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74101025^22
Tier V
ID: 74101025^23
Race: Bixie
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74101031^22
Tier I
ID: 74101031^23
Race: Bixie
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74101032^22
Tier II
ID: 74101032^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74101033^22
Tier III
ID: 74101033^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74101034^22
Tier IV
ID: 74101034^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74101035^22
Tier V
ID: 74101035^23
Race: Bixie
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74102011^22
Tier I
ID: 74102011^23
Race: Bixie
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74102012^22
Tier II
ID: 74102012^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74102013^22
Tier III
ID: 74102013^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74102014^22
Tier IV
ID: 74102014^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74102015^22
Tier V
ID: 74102015^23
Race: Bixie
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74102021^22
Tier I
ID: 74102021^23
Race: Bixie
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74102022^22
Tier II
ID: 74102022^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74102023^22
Tier III
ID: 74102023^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74102024^22
Tier IV
ID: 74102024^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74102025^22
Tier V
ID: 74102025^23
Race: Bixie
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74102031^22
Tier I
ID: 74102031^23
Race: Bixie
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74102032^22
Tier II
ID: 74102032^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74102033^22
Tier III
ID: 74102033^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74102034^22
Tier IV
ID: 74102034^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74102035^22
Tier V
ID: 74102035^23
Race: Bixie
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74109011^22
Tier I
ID: 74109011^23
Race: Bixie
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74109012^22
Tier II
ID: 74109012^23
Race: Bixie
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74109013^22
Tier III
ID: 74109013^23
Race: Bixie
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74109014^22
Tier IV
ID: 74109014^23
Race: Bixie
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74109015^22
Tier V
ID: 74109015^23
Race: Bixie
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74109021^22
Tier I
ID: 74109021^23
Race: Bixie
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74109022^22
Tier II
ID: 74109022^23
Race: Bixie
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74109023^22
Tier III
ID: 74109023^23
Race: Bixie
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74109024^22
Tier IV
ID: 74109024^23
Race: Bixie
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74109025^22
Tier V
ID: 74109025^23
Race: Bixie
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74109031^22
Tier I
ID: 74109031^23
Race: Bixie
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74109032^22
Tier II
ID: 74109032^23
Race: Bixie
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74109033^22
Tier III
ID: 74109033^23
Race: Bixie
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74109034^22
Tier IV
ID: 74109034^23
Race: Bixie
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74109035^22
Tier V
ID: 74109035^23
Race: Bixie
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74112011^22
Tier I
ID: 74112011^23
Race: Bixie
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74112012^22
Tier II
ID: 74112012^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74112013^22
Tier III
ID: 74112013^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74112014^22
Tier IV
ID: 74112014^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74112015^22
Tier V
ID: 74112015^23
Race: Bixie
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74112021^22
Tier I
ID: 74112021^23
Race: Bixie
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74112022^22
Tier II
ID: 74112022^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74112023^22
Tier III
ID: 74112023^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74112024^22
Tier IV
ID: 74112024^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74112025^22
Tier V
ID: 74112025^23
Race: Bixie
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74112031^22
Tier I
ID: 74112031^23
Race: Bixie
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74112032^22
Tier II
ID: 74112032^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74112033^22
Tier III
ID: 74112033^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74112034^22
Tier IV
ID: 74112034^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 74112035^22
Tier V
ID: 74112035^23
Race: Bixie
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76600010^21
Apprentice Mercenaries (Arc Worker)
ID: 76600020^21
Journeyman Mercenaries (Arc Worker)
ID: 76600030^21
Master Mercenaries (Arc Worker)
ID: 76601011^22
Tier I
ID: 76601011^23
Race: Arc Worker
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76601012^22
Tier II
ID: 76601012^23
Race: Arc Worker
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76601013^22
Tier III
ID: 76601013^23
Race: Arc Worker
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76601014^22
Tier IV
ID: 76601014^23
Race: Arc Worker
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76601015^22
Tier V
ID: 76601015^23
Race: Arc Worker
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76601021^22
Tier I
ID: 76601021^23
Race: Arc Worker
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76601022^22
Tier II
ID: 76601022^23
Race: Arc Worker
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76601023^22
Tier III
ID: 76601023^23
Race: Arc Worker
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76601024^22
Tier IV
ID: 76601024^23
Race: Arc Worker
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76601025^22
Tier V
ID: 76601025^23
Race: Arc Worker
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76601031^22
Tier I
ID: 76601031^23
Race: Arc Worker
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76601032^22
Tier II
ID: 76601032^23
Race: Arc Worker
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76601033^22
Tier III
ID: 76601033^23
Race: Arc Worker
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76601034^22
Tier IV
ID: 76601034^23
Race: Arc Worker
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76601035^22
Tier V
ID: 76601035^23
Race: Arc Worker
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76602011^22
Tier I
ID: 76602011^23
Race: Arc Worker
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76602012^22
Tier II
ID: 76602012^23
Race: Arc Worker
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76602013^22
Tier III
ID: 76602013^23
Race: Arc Worker
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76602014^22
Tier IV
ID: 76602014^23
Race: Arc Worker
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76602015^22
Tier V
ID: 76602015^23
Race: Arc Worker
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76602021^22
Tier I
ID: 76602021^23
Race: Arc Worker
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76602022^22
Tier II
ID: 76602022^23
Race: Arc Worker
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76602023^22
Tier III
ID: 76602023^23
Race: Arc Worker
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76602024^22
Tier IV
ID: 76602024^23
Race: Arc Worker
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76602025^22
Tier V
ID: 76602025^23
Race: Arc Worker
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76602031^22
Tier I
ID: 76602031^23
Race: Arc Worker
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76602032^22
Tier II
ID: 76602032^23
Race: Arc Worker
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76602033^22
Tier III
ID: 76602033^23
Race: Arc Worker
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76602034^22
Tier IV
ID: 76602034^23
Race: Arc Worker
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76602035^22
Tier V
ID: 76602035^23
Race: Arc Worker
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76609011^22
Tier I
ID: 76609011^23
Race: Arc Worker
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76609012^22
Tier II
ID: 76609012^23
Race: Arc Worker
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76609013^22
Tier III
ID: 76609013^23
Race: Arc Worker
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76609014^22
Tier IV
ID: 76609014^23
Race: Arc Worker
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76609015^22
Tier V
ID: 76609015^23
Race: Arc Worker
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76609021^22
Tier I
ID: 76609021^23
Race: Arc Worker
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76609022^22
Tier II
ID: 76609022^23
Race: Arc Worker
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76609023^22
Tier III
ID: 76609023^23
Race: Arc Worker
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76609024^22
Tier IV
ID: 76609024^23
Race: Arc Worker
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76609025^22
Tier V
ID: 76609025^23
Race: Arc Worker
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76609031^22
Tier I
ID: 76609031^23
Race: Arc Worker
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76609032^22
Tier II
ID: 76609032^23
Race: Arc Worker
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76609033^22
Tier III
ID: 76609033^23
Race: Arc Worker
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76609034^22
Tier IV
ID: 76609034^23
Race: Arc Worker
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76609035^22
Tier V
ID: 76609035^23
Race: Arc Worker
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76612011^22
Tier I
ID: 76612011^23
Race: Arc Worker
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76612012^22
Tier II
ID: 76612012^23
Race: Arc Worker
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76612013^22
Tier III
ID: 76612013^23
Race: Arc Worker
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76612014^22
Tier IV
ID: 76612014^23
Race: Arc Worker
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76612015^22
Tier V
ID: 76612015^23
Race: Arc Worker
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76612021^22
Tier I
ID: 76612021^23
Race: Arc Worker
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76612022^22
Tier II
ID: 76612022^23
Race: Arc Worker
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76612023^22
Tier III
ID: 76612023^23
Race: Arc Worker
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76612024^22
Tier IV
ID: 76612024^23
Race: Arc Worker
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76612025^22
Tier V
ID: 76612025^23
Race: Arc Worker
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76612031^22
Tier I
ID: 76612031^23
Race: Arc Worker
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76612032^22
Tier II
ID: 76612032^23
Race: Arc Worker
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76612033^22
Tier III
ID: 76612033^23
Race: Arc Worker
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76612034^22
Tier IV
ID: 76612034^23
Race: Arc Worker
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 76612035^22
Tier V
ID: 76612035^23
Race: Arc Worker
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78500010^21
Apprentice Mercenaries (Lizardman)
ID: 78500020^21
Journeyman Mercenaries (Lizardman)
ID: 78500030^21
Master Mercenaries (Lizardman)
ID: 78501011^22
Tier I
ID: 78501011^23
Race: Lizardman
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78501012^22
Tier II
ID: 78501012^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78501013^22
Tier III
ID: 78501013^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78501014^22
Tier IV
ID: 78501014^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78501015^22
Tier V
ID: 78501015^23
Race: Lizardman
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78501021^22
Tier I
ID: 78501021^23
Race: Lizardman
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78501022^22
Tier II
ID: 78501022^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78501023^22
Tier III
ID: 78501023^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78501024^22
Tier IV
ID: 78501024^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78501025^22
Tier V
ID: 78501025^23
Race: Lizardman
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78501031^22
Tier I
ID: 78501031^23
Race: Lizardman
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78501032^22
Tier II
ID: 78501032^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78501033^22
Tier III
ID: 78501033^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78501034^22
Tier IV
ID: 78501034^23
Race: Lizardman
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78501035^22
Tier V
ID: 78501035^23
Race: Lizardman
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78502011^22
Tier I
ID: 78502011^23
Race: Lizardman
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78502012^22
Tier II
ID: 78502012^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78502013^22
Tier III
ID: 78502013^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78502014^22
Tier IV
ID: 78502014^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78502015^22
Tier V
ID: 78502015^23
Race: Lizardman
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78502021^22
Tier I
ID: 78502021^23
Race: Lizardman
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78502022^22
Tier II
ID: 78502022^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78502023^22
Tier III
ID: 78502023^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78502024^22
Tier IV
ID: 78502024^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78502025^22
Tier V
ID: 78502025^23
Race: Lizardman
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78502031^22
Tier I
ID: 78502031^23
Race: Lizardman
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78502032^22
Tier II
ID: 78502032^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78502033^22
Tier III
ID: 78502033^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78502034^22
Tier IV
ID: 78502034^23
Race: Lizardman
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78502035^22
Tier V
ID: 78502035^23
Race: Lizardman
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78509011^22
Tier I
ID: 78509011^23
Race: Lizardman
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78509012^22
Tier II
ID: 78509012^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78509013^22
Tier III
ID: 78509013^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78509014^22
Tier IV
ID: 78509014^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78509015^22
Tier V
ID: 78509015^23
Race: Lizardman
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78509021^22
Tier I
ID: 78509021^23
Race: Lizardman
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78509022^22
Tier II
ID: 78509022^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78509023^22
Tier III
ID: 78509023^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78509024^22
Tier IV
ID: 78509024^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78509025^22
Tier V
ID: 78509025^23
Race: Lizardman
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78509031^22
Tier I
ID: 78509031^23
Race: Lizardman
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78509032^22
Tier II
ID: 78509032^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78509033^22
Tier III
ID: 78509033^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78509034^22
Tier IV
ID: 78509034^23
Race: Lizardman
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78509035^22
Tier V
ID: 78509035^23
Race: Lizardman
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78512011^22
Tier I
ID: 78512011^23
Race: Lizardman
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78512012^22
Tier II
ID: 78512012^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78512013^22
Tier III
ID: 78512013^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78512014^22
Tier IV
ID: 78512014^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78512015^22
Tier V
ID: 78512015^23
Race: Lizardman
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78512021^22
Tier I
ID: 78512021^23
Race: Lizardman
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78512022^22
Tier II
ID: 78512022^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78512023^22
Tier III
ID: 78512023^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78512024^22
Tier IV
ID: 78512024^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78512025^22
Tier V
ID: 78512025^23
Race: Lizardman
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78512031^22
Tier I
ID: 78512031^23
Race: Lizardman
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78512032^22
Tier II
ID: 78512032^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78512033^22
Tier III
ID: 78512033^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78512034^22
Tier IV
ID: 78512034^23
Race: Lizardman
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 78512035^22
Tier V
ID: 78512035^23
Race: Lizardman
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82030101^22
Tier I
ID: 82030101^23
Race: Scarecrow
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82030102^22
Tier II
ID: 82030102^23
Race: Scarecrow
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82030103^22
Tier III
ID: 82030103^23
Race: Scarecrow
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82030104^22
Tier IV
ID: 82030104^23
Race: Scarecrow
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82030105^22
Tier V
ID: 82030105^23
Race: Scarecrow
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82030201^22
Tier I
ID: 82030201^23
Race: Scarecrow
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82030202^22
Tier II
ID: 82030202^23
Race: Scarecrow
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82030203^22
Tier III
ID: 82030203^23
Race: Scarecrow
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82030204^22
Tier IV
ID: 82030204^23
Race: Scarecrow
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82030205^22
Tier V
ID: 82030205^23
Race: Scarecrow
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82030301^22
Tier I
ID: 82030301^23
Race: Scarecrow
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82030302^22
Tier II
ID: 82030302^23
Race: Scarecrow
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82030303^22
Tier III
ID: 82030303^23
Race: Scarecrow
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82030304^22
Tier IV
ID: 82030304^23
Race: Scarecrow
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82030305^22
Tier V
ID: 82030305^23
Race: Scarecrow
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82040101^22
Tier I
ID: 82040101^23
Race: Scarecrow
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82040102^22
Tier II
ID: 82040102^23
Race: Scarecrow
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82040103^22
Tier III
ID: 82040103^23
Race: Scarecrow
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82040104^22
Tier IV
ID: 82040104^23
Race: Scarecrow
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82040105^22
Tier V
ID: 82040105^23
Race: Scarecrow
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82040201^22
Tier I
ID: 82040201^23
Race: Scarecrow
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82040202^22
Tier II
ID: 82040202^23
Race: Scarecrow
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82040203^22
Tier III
ID: 82040203^23
Race: Scarecrow
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82040204^22
Tier IV
ID: 82040204^23
Race: Scarecrow
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82040205^22
Tier V
ID: 82040205^23
Race: Scarecrow
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82040301^22
Tier I
ID: 82040301^23
Race: Scarecrow
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82040302^22
Tier II
ID: 82040302^23
Race: Scarecrow
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82040303^22
Tier III
ID: 82040303^23
Race: Scarecrow
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82040304^22
Tier IV
ID: 82040304^23
Race: Scarecrow
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 82040305^22
Tier V
ID: 82040305^23
Race: Scarecrow
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100600010^21
Apprentice Mercenaries (Dark Elf Royal Guard)
ID: 100600020^21
Journeyman Mercenaries (Dark Elf Royal Guard)
ID: 100600030^21
Master Mercenaries (Dark Elf Royal Guard)
ID: 100601011^22
Tier I
ID: 100601011^23
Race: Dark Elf Royal Guard
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100601012^22
Tier II
ID: 100601012^23
Race: Dark Elf Royal Guard
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100601013^22
Tier III
ID: 100601013^23
Race: Dark Elf Royal Guard
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100601014^22
Tier IV
ID: 100601014^23
Race: Dark Elf Royal Guard
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100601015^22
Tier V
ID: 100601015^23
Race: Dark Elf Royal Guard
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100601021^22
Tier I
ID: 100601021^23
Race: Dark Elf Royal Guard
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100601022^22
Tier II
ID: 100601022^23
Race: Dark Elf Royal Guard
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100601023^22
Tier III
ID: 100601023^23
Race: Dark Elf Royal Guard
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100601024^22
Tier IV
ID: 100601024^23
Race: Dark Elf Royal Guard
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100601025^22
Tier V
ID: 100601025^23
Race: Dark Elf Royal Guard
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100601031^22
Tier I
ID: 100601031^23
Race: Dark Elf Royal Guard
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100601032^22
Tier II
ID: 100601032^23
Race: Dark Elf Royal Guard
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100601033^22
Tier III
ID: 100601033^23
Race: Dark Elf Royal Guard
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100601034^22
Tier IV
ID: 100601034^23
Race: Dark Elf Royal Guard
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100601035^22
Tier V
ID: 100601035^23
Race: Dark Elf Royal Guard
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100602011^22
Tier I
ID: 100602011^23
Race: Dark Elf Royal Guard
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100602012^22
Tier II
ID: 100602012^23
Race: Dark Elf Royal Guard
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100602013^22
Tier III
ID: 100602013^23
Race: Dark Elf Royal Guard
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100602014^22
Tier IV
ID: 100602014^23
Race: Dark Elf Royal Guard
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100602015^22
Tier V
ID: 100602015^23
Race: Dark Elf Royal Guard
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100602021^22
Tier I
ID: 100602021^23
Race: Dark Elf Royal Guard
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100602022^22
Tier II
ID: 100602022^23
Race: Dark Elf Royal Guard
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100602023^22
Tier III
ID: 100602023^23
Race: Dark Elf Royal Guard
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100602024^22
Tier IV
ID: 100602024^23
Race: Dark Elf Royal Guard
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100602025^22
Tier V
ID: 100602025^23
Race: Dark Elf Royal Guard
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100602031^22
Tier I
ID: 100602031^23
Race: Dark Elf Royal Guard
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100602032^22
Tier II
ID: 100602032^23
Race: Dark Elf Royal Guard
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100602033^22
Tier III
ID: 100602033^23
Race: Dark Elf Royal Guard
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100602034^22
Tier IV
ID: 100602034^23
Race: Dark Elf Royal Guard
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100602035^22
Tier V
ID: 100602035^23
Race: Dark Elf Royal Guard
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100609011^22
Tier I
ID: 100609011^23
Race: Dark Elf Royal Guard
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100609012^22
Tier II
ID: 100609012^23
Race: Dark Elf Royal Guard
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100609013^22
Tier III
ID: 100609013^23
Race: Dark Elf Royal Guard
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100609014^22
Tier IV
ID: 100609014^23
Race: Dark Elf Royal Guard
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100609015^22
Tier V
ID: 100609015^23
Race: Dark Elf Royal Guard
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100609021^22
Tier I
ID: 100609021^23
Race: Dark Elf Royal Guard
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100609022^22
Tier II
ID: 100609022^23
Race: Dark Elf Royal Guard
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100609023^22
Tier III
ID: 100609023^23
Race: Dark Elf Royal Guard
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100609024^22
Tier IV
ID: 100609024^23
Race: Dark Elf Royal Guard
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100609025^22
Tier V
ID: 100609025^23
Race: Dark Elf Royal Guard
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100609031^22
Tier I
ID: 100609031^23
Race: Dark Elf Royal Guard
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100609032^22
Tier II
ID: 100609032^23
Race: Dark Elf Royal Guard
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100609033^22
Tier III
ID: 100609033^23
Race: Dark Elf Royal Guard
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100609034^22
Tier IV
ID: 100609034^23
Race: Dark Elf Royal Guard
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100609035^22
Tier V
ID: 100609035^23
Race: Dark Elf Royal Guard
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100612011^22
Tier I
ID: 100612011^23
Race: Dark Elf Royal Guard
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100612012^22
Tier II
ID: 100612012^23
Race: Dark Elf Royal Guard
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100612013^22
Tier III
ID: 100612013^23
Race: Dark Elf Royal Guard
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100612014^22
Tier IV
ID: 100612014^23
Race: Dark Elf Royal Guard
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100612015^22
Tier V
ID: 100612015^23
Race: Dark Elf Royal Guard
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100612021^22
Tier I
ID: 100612021^23
Race: Dark Elf Royal Guard
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100612022^22
Tier II
ID: 100612022^23
Race: Dark Elf Royal Guard
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100612023^22
Tier III
ID: 100612023^23
Race: Dark Elf Royal Guard
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100612024^22
Tier IV
ID: 100612024^23
Race: Dark Elf Royal Guard
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100612025^22
Tier V
ID: 100612025^23
Race: Dark Elf Royal Guard
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100612031^22
Tier I
ID: 100612031^23
Race: Dark Elf Royal Guard
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100612032^22
Tier II
ID: 100612032^23
Race: Dark Elf Royal Guard
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100612033^22
Tier III
ID: 100612033^23
Race: Dark Elf Royal Guard
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100612034^22
Tier IV
ID: 100612034^23
Race: Dark Elf Royal Guard
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 100612035^22
Tier V
ID: 100612035^23
Race: Dark Elf Royal Guard
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128000100^21
Apprentice Mercenaries (Iksar)
ID: 128000200^21
Journeyman Mercenaries (Iksar)
ID: 128000300^21
Master Mercenaries (Iksar)
ID: 128010101^22
Tier I
ID: 128010101^23
Race: Iksar
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128010102^22
Tier II
ID: 128010102^23
Race: Iksar
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128010103^22
Tier III
ID: 128010103^23
Race: Iksar
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128010104^22
Tier IV
ID: 128010104^23
Race: Iksar
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128010105^22
Tier V
ID: 128010105^23
Race: Iksar
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128010201^22
Tier I
ID: 128010201^23
Race: Iksar
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128010202^22
Tier II
ID: 128010202^23
Race: Iksar
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128010203^22
Tier III
ID: 128010203^23
Race: Iksar
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128010204^22
Tier IV
ID: 128010204^23
Race: Iksar
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128010205^22
Tier V
ID: 128010205^23
Race: Iksar
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128010301^22
Tier I
ID: 128010301^23
Race: Iksar
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128010302^22
Tier II
ID: 128010302^23
Race: Iksar
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128010303^22
Tier III
ID: 128010303^23
Race: Iksar
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128010304^22
Tier IV
ID: 128010304^23
Race: Iksar
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128010305^22
Tier V
ID: 128010305^23
Race: Iksar
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128020101^22
Tier I
ID: 128020101^23
Race: Iksar
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128020102^22
Tier II
ID: 128020102^23
Race: Iksar
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128020103^22
Tier III
ID: 128020103^23
Race: Iksar
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128020104^22
Tier IV
ID: 128020104^23
Race: Iksar
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128020105^22
Tier V
ID: 128020105^23
Race: Iksar
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128020201^22
Tier I
ID: 128020201^23
Race: Iksar
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128020202^22
Tier II
ID: 128020202^23
Race: Iksar
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128020203^22
Tier III
ID: 128020203^23
Race: Iksar
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128020204^22
Tier IV
ID: 128020204^23
Race: Iksar
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128020205^22
Tier V
ID: 128020205^23
Race: Iksar
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128020301^22
Tier I
ID: 128020301^23
Race: Iksar
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128020302^22
Tier II
ID: 128020302^23
Race: Iksar
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128020303^22
Tier III
ID: 128020303^23
Race: Iksar
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128020304^22
Tier IV
ID: 128020304^23
Race: Iksar
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128020305^22
Tier V
ID: 128020305^23
Race: Iksar
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128120101^22
Tier I
ID: 128120101^23
Race: Iksar
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128120102^22
Tier II
ID: 128120102^23
Race: Iksar
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128120103^22
Tier III
ID: 128120103^23
Race: Iksar
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128120104^22
Tier IV
ID: 128120104^23
Race: Iksar
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128120105^22
Tier V
ID: 128120105^23
Race: Iksar
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128120201^22
Tier I
ID: 128120201^23
Race: Iksar
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128120202^22
Tier II
ID: 128120202^23
Race: Iksar
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128120203^22
Tier III
ID: 128120203^23
Race: Iksar
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128120204^22
Tier IV
ID: 128120204^23
Race: Iksar
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128120205^22
Tier V
ID: 128120205^23
Race: Iksar
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128120301^22
Tier I
ID: 128120301^23
Race: Iksar
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128120302^22
Tier II
ID: 128120302^23
Race: Iksar
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128120303^22
Tier III
ID: 128120303^23
Race: Iksar
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128120304^22
Tier IV
ID: 128120304^23
Race: Iksar
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 128120305^22
Tier V
ID: 128120305^23
Race: Iksar
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130000100^21
Apprentice Mercenaries (Vah Shir)
ID: 130000200^21
Journeyman Mercenaries (Vah Shir)
ID: 130000300^21
Master Mercenaries (Vah Shir)
ID: 130010101^22
Tier I
ID: 130010101^23
Race: Vah Shir
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130010102^22
Tier II
ID: 130010102^23
Race: Vah Shir
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130010103^22
Tier III
ID: 130010103^23
Race: Vah Shir
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130010104^22
Tier IV
ID: 130010104^23
Race: Vah Shir
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130010105^22
Tier V
ID: 130010105^23
Race: Vah Shir
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130010201^22
Tier I
ID: 130010201^23
Race: Vah Shir
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130010202^22
Tier II
ID: 130010202^23
Race: Vah Shir
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130010203^22
Tier III
ID: 130010203^23
Race: Vah Shir
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130010204^22
Tier IV
ID: 130010204^23
Race: Vah Shir
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130010205^22
Tier V
ID: 130010205^23
Race: Vah Shir
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130010301^22
Tier I
ID: 130010301^23
Race: Vah Shir
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130010302^22
Tier II
ID: 130010302^23
Race: Vah Shir
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130010303^22
Tier III
ID: 130010303^23
Race: Vah Shir
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130010304^22
Tier IV
ID: 130010304^23
Race: Vah Shir
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130010305^22
Tier V
ID: 130010305^23
Race: Vah Shir
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130020101^22
Tier I
ID: 130020101^23
Race: Vah Shir
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130020102^22
Tier II
ID: 130020102^23
Race: Vah Shir
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130020103^22
Tier III
ID: 130020103^23
Race: Vah Shir
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130020104^22
Tier IV
ID: 130020104^23
Race: Vah Shir
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130020105^22
Tier V
ID: 130020105^23
Race: Vah Shir
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130020201^22
Tier I
ID: 130020201^23
Race: Vah Shir
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130020202^22
Tier II
ID: 130020202^23
Race: Vah Shir
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130020203^22
Tier III
ID: 130020203^23
Race: Vah Shir
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130020204^22
Tier IV
ID: 130020204^23
Race: Vah Shir
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130020205^22
Tier V
ID: 130020205^23
Race: Vah Shir
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130020301^22
Tier I
ID: 130020301^23
Race: Vah Shir
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130020302^22
Tier II
ID: 130020302^23
Race: Vah Shir
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130020303^22
Tier III
ID: 130020303^23
Race: Vah Shir
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130020304^22
Tier IV
ID: 130020304^23
Race: Vah Shir
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130020305^22
Tier V
ID: 130020305^23
Race: Vah Shir
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130040101^22
Tier I
ID: 130040101^23
Race: Vah Shir
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130040102^22
Tier II
ID: 130040102^23
Race: Vah Shir
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130040103^22
Tier III
ID: 130040103^23
Race: Vah Shir
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130040104^22
Tier IV
ID: 130040104^23
Race: Vah Shir
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130040105^22
Tier V
ID: 130040105^23
Race: Vah Shir
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130040201^22
Tier I
ID: 130040201^23
Race: Vah Shir
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130040202^22
Tier II
ID: 130040202^23
Race: Vah Shir
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130040203^22
Tier III
ID: 130040203^23
Race: Vah Shir
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130040204^22
Tier IV
ID: 130040204^23
Race: Vah Shir
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130040205^22
Tier V
ID: 130040205^23
Race: Vah Shir
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130040301^22
Tier I
ID: 130040301^23
Race: Vah Shir
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130040302^22
Tier II
ID: 130040302^23
Race: Vah Shir
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130040303^22
Tier III
ID: 130040303^23
Race: Vah Shir
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130040304^22
Tier IV
ID: 130040304^23
Race: Vah Shir
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130040305^22
Tier V
ID: 130040305^23
Race: Vah Shir
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130120101^22
Tier I
ID: 130120101^23
Race: Vah'Shir
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130120102^22
Tier II
ID: 130120102^23
Race: Vah'Shir
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130120103^22
Tier III
ID: 130120103^23
Race: Vah'Shir
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130120104^22
Tier IV
ID: 130120104^23
Race: Vah'Shir
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130120105^22
Tier V
ID: 130120105^23
Race: Vah'Shir
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130120201^22
Tier I
ID: 130120201^23
Race: Vah'Shir
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130120202^22
Tier II
ID: 130120202^23
Race: Vah'Shir
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130120203^22
Tier III
ID: 130120203^23
Race: Vah'Shir
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130120204^22
Tier IV
ID: 130120204^23
Race: Vah'Shir
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130120205^22
Tier V
ID: 130120205^23
Race: Vah'Shir
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130120301^22
Tier I
ID: 130120301^23
Race: Vah'Shir
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130120302^22
Tier II
ID: 130120302^23
Race: Vah'Shir
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130120303^22
Tier III
ID: 130120303^23
Race: Vah'Shir
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130120304^22
Tier IV
ID: 130120304^23
Race: Vah'Shir
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 130120305^22
Tier V
ID: 130120305^23
Race: Vah'Shir
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134000100^21
Apprentice Mercenaries (Mosquito)
ID: 134000200^21
Journeyman Mercenaries (Mosquito)
ID: 134000300^21
Master Mercenaries (Mosquito)
ID: 134010101^22
Tier I
ID: 134010101^23
Race: Mosquito
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134010102^22
Tier II
ID: 134010102^23
Race: Mosquito
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134010103^22
Tier III
ID: 134010103^23
Race: Mosquito
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134010104^22
Tier IV
ID: 134010104^23
Race: Mosquito
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134010105^22
Tier V
ID: 134010105^23
Race: Mosquito
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134010201^22
Tier I
ID: 134010201^23
Race: Mosquito
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134010202^22
Tier II
ID: 134010202^23
Race: Mosquito
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134010203^22
Tier III
ID: 134010203^23
Race: Mosquito
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134010204^22
Tier IV
ID: 134010204^23
Race: Mosquito
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134010205^22
Tier V
ID: 134010205^23
Race: Mosquito
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134010301^22
Tier I
ID: 134010301^23
Race: Mosquito
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134010302^22
Tier II
ID: 134010302^23
Race: Mosquito
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134010303^22
Tier III
ID: 134010303^23
Race: Mosquito
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134010304^22
Tier IV
ID: 134010304^23
Race: Mosquito
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134010305^22
Tier V
ID: 134010305^23
Race: Mosquito
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134020101^22
Tier I
ID: 134020101^23
Race: Mosquito
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134020102^22
Tier II
ID: 134020102^23
Race: Mosquito
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134020103^22
Tier III
ID: 134020103^23
Race: Mosquito
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134020104^22
Tier IV
ID: 134020104^23
Race: Mosquito
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134020105^22
Tier V
ID: 134020105^23
Race: Mosquito
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134020201^22
Tier I
ID: 134020201^23
Race: Mosquito
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134020202^22
Tier II
ID: 134020202^23
Race: Mosquito
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134020203^22
Tier III
ID: 134020203^23
Race: Mosquito
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134020204^22
Tier IV
ID: 134020204^23
Race: Mosquito
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134020205^22
Tier V
ID: 134020205^23
Race: Mosquito
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134020301^22
Tier I
ID: 134020301^23
Race: Mosquito
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134020302^22
Tier II
ID: 134020302^23
Race: Mosquito
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134020303^22
Tier III
ID: 134020303^23
Race: Mosquito
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134020304^22
Tier IV
ID: 134020304^23
Race: Mosquito
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134020305^22
Tier V
ID: 134020305^23
Race: Mosquito
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134120101^22
Tier I
ID: 134120101^23
Race: Mosquito
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134120102^22
Tier II
ID: 134120102^23
Race: Mosquito
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134120103^22
Tier III
ID: 134120103^23
Race: Mosquito
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134120104^22
Tier IV
ID: 134120104^23
Race: Mosquito
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134120105^22
Tier V
ID: 134120105^23
Race: Mosquito
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134120201^22
Tier I
ID: 134120201^23
Race: Mosquito
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134120202^22
Tier II
ID: 134120202^23
Race: Mosquito
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134120203^22
Tier III
ID: 134120203^23
Race: Mosquito
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134120204^22
Tier IV
ID: 134120204^23
Race: Mosquito
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134120205^22
Tier V
ID: 134120205^23
Race: Mosquito
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134120301^22
Tier I
ID: 134120301^23
Race: Mosquito
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134120302^22
Tier II
ID: 134120302^23
Race: Mosquito
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134120303^22
Tier III
ID: 134120303^23
Race: Mosquito
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134120304^22
Tier IV
ID: 134120304^23
Race: Mosquito
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 134120305^22
Tier V
ID: 134120305^23
Race: Mosquito
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137000100^21
Apprentice Mercenaries (Goblin)
ID: 137000200^21
Journeyman Mercenaries (Goblin)
ID: 137000300^21
Master Mercenaries (Goblin)
ID: 137010101^22
Tier I
ID: 137010101^23
Race: Goblin
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137010102^22
Tier II
ID: 137010102^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137010103^22
Tier III
ID: 137010103^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137010104^22
Tier IV
ID: 137010104^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137010105^22
Tier V
ID: 137010105^23
Race: Goblin
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137010201^22
Tier I
ID: 137010201^23
Race: Goblin
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137010202^22
Tier II
ID: 137010202^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137010203^22
Tier III
ID: 137010203^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137010204^22
Tier IV
ID: 137010204^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137010205^22
Tier V
ID: 137010205^23
Race: Goblin
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137010301^22
Tier I
ID: 137010301^23
Race: Goblin
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137010302^22
Tier II
ID: 137010302^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137010303^22
Tier III
ID: 137010303^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137010304^22
Tier IV
ID: 137010304^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137010305^22
Tier V
ID: 137010305^23
Race: Goblin
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137020101^22
Tier I
ID: 137020101^23
Race: Goblin
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137020102^22
Tier II
ID: 137020102^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137020103^22
Tier III
ID: 137020103^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137020104^22
Tier IV
ID: 137020104^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137020105^22
Tier V
ID: 137020105^23
Race: Goblin
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137020201^22
Tier I
ID: 137020201^23
Race: Goblin
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137020202^22
Tier II
ID: 137020202^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137020203^22
Tier III
ID: 137020203^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137020204^22
Tier IV
ID: 137020204^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137020205^22
Tier V
ID: 137020205^23
Race: Goblin
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137020301^22
Tier I
ID: 137020301^23
Race: Goblin
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137020302^22
Tier II
ID: 137020302^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137020303^22
Tier III
ID: 137020303^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137020304^22
Tier IV
ID: 137020304^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137020305^22
Tier V
ID: 137020305^23
Race: Goblin
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137120101^22
Tier I
ID: 137120101^23
Race: Goblin
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137120102^22
Tier II
ID: 137120102^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137120103^22
Tier III
ID: 137120103^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137120104^22
Tier IV
ID: 137120104^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137120105^22
Tier V
ID: 137120105^23
Race: Goblin
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137120201^22
Tier I
ID: 137120201^23
Race: Goblin
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137120202^22
Tier II
ID: 137120202^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137120203^22
Tier III
ID: 137120203^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137120204^22
Tier IV
ID: 137120204^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137120205^22
Tier V
ID: 137120205^23
Race: Goblin
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137120301^22
Tier I
ID: 137120301^23
Race: Goblin
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137120302^22
Tier II
ID: 137120302^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137120303^22
Tier III
ID: 137120303^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137120304^22
Tier IV
ID: 137120304^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 137120305^22
Tier V
ID: 137120305^23
Race: Goblin
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199000100^21
Apprentice Mercenaries (Shik'Nar)
ID: 199000200^21
Journeyman Mercenaries (Shik'Nar)
ID: 199000300^21
Master Mercenaries (Shik'Nar)
ID: 199010101^22
Tier I
ID: 199010101^23
Race: Shik'Nar
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199010102^22
Tier II
ID: 199010102^23
Race: Shik'Nar
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199010103^22
Tier III
ID: 199010103^23
Race: Shik'Nar
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199010104^22
Tier IV
ID: 199010104^23
Race: Shik'Nar
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199010105^22
Tier V
ID: 199010105^23
Race: Shik'Nar
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199010201^22
Tier I
ID: 199010201^23
Race: Shik'Nar
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199010202^22
Tier II
ID: 199010202^23
Race: Shik'Nar
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199010203^22
Tier III
ID: 199010203^23
Race: Shik'Nar
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199010204^22
Tier IV
ID: 199010204^23
Race: Shik'Nar
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199010205^22
Tier V
ID: 199010205^23
Race: Shik'Nar
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199010301^22
Tier I
ID: 199010301^23
Race: Shik'Nar
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199010302^22
Tier II
ID: 199010302^23
Race: Shik'Nar
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199010303^22
Tier III
ID: 199010303^23
Race: Shik'Nar
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199010304^22
Tier IV
ID: 199010304^23
Race: Shik'Nar
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199010305^22
Tier V
ID: 199010305^23
Race: Shik'Nar
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199020101^22
Tier I
ID: 199020101^23
Race: Shik'Nar
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199020102^22
Tier II
ID: 199020102^23
Race: Shik'Nar
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199020103^22
Tier III
ID: 199020103^23
Race: Shik'Nar
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199020104^22
Tier IV
ID: 199020104^23
Race: Shik'Nar
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199020105^22
Tier V
ID: 199020105^23
Race: Shik'Nar
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199020201^22
Tier I
ID: 199020201^23
Race: Shik'Nar
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199020202^22
Tier II
ID: 199020202^23
Race: Shik'Nar
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199020203^22
Tier III
ID: 199020203^23
Race: Shik'Nar
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199020204^22
Tier IV
ID: 199020204^23
Race: Shik'Nar
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199020205^22
Tier V
ID: 199020205^23
Race: Shik'Nar
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199020301^22
Tier I
ID: 199020301^23
Race: Shik'Nar
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199020302^22
Tier II
ID: 199020302^23
Race: Shik'Nar
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199020303^22
Tier III
ID: 199020303^23
Race: Shik'Nar
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199020304^22
Tier IV
ID: 199020304^23
Race: Shik'Nar
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199020305^22
Tier V
ID: 199020305^23
Race: Shik'Nar
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199120101^22
Tier I
ID: 199120101^23
Race: Shik'Nar
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199120102^22
Tier II
ID: 199120102^23
Race: Shik'Nar
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199120103^22
Tier III
ID: 199120103^23
Race: Shik'Nar
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199120104^22
Tier IV
ID: 199120104^23
Race: Shik'Nar
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199120105^22
Tier V
ID: 199120105^23
Race: Shik'Nar
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199120201^22
Tier I
ID: 199120201^23
Race: Shik'Nar
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199120202^22
Tier II
ID: 199120202^23
Race: Shik'Nar
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199120203^22
Tier III
ID: 199120203^23
Race: Shik'Nar
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199120204^22
Tier IV
ID: 199120204^23
Race: Shik'Nar
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199120205^22
Tier V
ID: 199120205^23
Race: Shik'Nar
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199120301^22
Tier I
ID: 199120301^23
Race: Shik'Nar
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199120302^22
Tier II
ID: 199120302^23
Race: Shik'Nar
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199120303^22
Tier III
ID: 199120303^23
Race: Shik'Nar
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199120304^22
Tier IV
ID: 199120304^23
Race: Shik'Nar
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 199120305^22
Tier V
ID: 199120305^23
Race: Shik'Nar
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323000100^21
Apprentice Mercenaries (Animated Armor)
ID: 323000200^21
Journeyman Mercenaries (Animated Armor)
ID: 323000300^21
Master Mercenaries (Animated Armor)
ID: 323010101^22
Tier I
ID: 323010101^23
Race: Animated Armor
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323010102^22
Tier II
ID: 323010102^23
Race: Animated Armor
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323010103^22
Tier III
ID: 323010103^23
Race: Animated Armor
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323010104^22
Tier IV
ID: 323010104^23
Race: Animated Armor
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323010105^22
Tier V
ID: 323010105^23
Race: Animated Armor
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323010201^22
Tier I
ID: 323010201^23
Race: Animated Armor
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323010202^22
Tier II
ID: 323010202^23
Race: Animated Armor
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323010203^22
Tier III
ID: 323010203^23
Race: Animated Armor
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323010204^22
Tier IV
ID: 323010204^23
Race: Animated Armor
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323010205^22
Tier V
ID: 323010205^23
Race: Animated Armor
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323010301^22
Tier I
ID: 323010301^23
Race: Animated Armor
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323010302^22
Tier II
ID: 323010302^23
Race: Animated Armor
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323010303^22
Tier III
ID: 323010303^23
Race: Animated Armor
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323010304^22
Tier IV
ID: 323010304^23
Race: Animated Armor
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323010305^22
Tier V
ID: 323010305^23
Race: Animated Armor
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323020101^22
Tier I
ID: 323020101^23
Race: Animated Armor
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323020102^22
Tier II
ID: 323020102^23
Race: Animated Armor
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323020103^22
Tier III
ID: 323020103^23
Race: Animated Armor
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323020104^22
Tier IV
ID: 323020104^23
Race: Animated Armor
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323020105^22
Tier V
ID: 323020105^23
Race: Animated Armor
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323020201^22
Tier I
ID: 323020201^23
Race: Animated Armor
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323020202^22
Tier II
ID: 323020202^23
Race: Animated Armor
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323020203^22
Tier III
ID: 323020203^23
Race: Animated Armor
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323020204^22
Tier IV
ID: 323020204^23
Race: Animated Armor
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323020205^22
Tier V
ID: 323020205^23
Race: Animated Armor
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323020301^22
Tier I
ID: 323020301^23
Race: Animated Armor
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323020302^22
Tier II
ID: 323020302^23
Race: Animated Armor
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323020303^22
Tier III
ID: 323020303^23
Race: Animated Armor
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323020304^22
Tier IV
ID: 323020304^23
Race: Animated Armor
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323020305^22
Tier V
ID: 323020305^23
Race: Animated Armor
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323090101^22
Tier I
ID: 323090101^23
Race: Animated Armor
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323090102^22
Tier II
ID: 323090102^23
Race: Animated Armor
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323090103^22
Tier III
ID: 323090103^23
Race: Animated Armor
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323090104^22
Tier IV
ID: 323090104^23
Race: Animated Armor
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323090105^22
Tier V
ID: 323090105^23
Race: Animated Armor
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323090201^22
Tier I
ID: 323090201^23
Race: Animated Armor
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323090202^22
Tier II
ID: 323090202^23
Race: Animated Armor
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323090203^22
Tier III
ID: 323090203^23
Race: Animated Armor
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323090204^22
Tier IV
ID: 323090204^23
Race: Animated Armor
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323090205^22
Tier V
ID: 323090205^23
Race: Animated Armor
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323090301^22
Tier I
ID: 323090301^23
Race: Animated Armor
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323090302^22
Tier II
ID: 323090302^23
Race: Animated Armor
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323090303^22
Tier III
ID: 323090303^23
Race: Animated Armor
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323090304^22
Tier IV
ID: 323090304^23
Race: Animated Armor
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323090305^22
Tier V
ID: 323090305^23
Race: Animated Armor
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323120101^22
Tier I
ID: 323120101^23
Race: Animated Armor
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323120102^22
Tier II
ID: 323120102^23
Race: Animated Armor
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323120103^22
Tier III
ID: 323120103^23
Race: Animated Armor
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323120104^22
Tier IV
ID: 323120104^23
Race: Animated Armor
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323120105^22
Tier V
ID: 323120105^23
Race: Animated Armor
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323120201^22
Tier I
ID: 323120201^23
Race: Animated Armor
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323120202^22
Tier II
ID: 323120202^23
Race: Animated Armor
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323120203^22
Tier III
ID: 323120203^23
Race: Animated Armor
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323120204^22
Tier IV
ID: 323120204^23
Race: Animated Armor
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323120205^22
Tier V
ID: 323120205^23
Race: Animated Armor
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323120301^22
Tier I
ID: 323120301^23
Race: Animated Armor
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323120302^22
Tier II
ID: 323120302^23
Race: Animated Armor
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323120303^22
Tier III
ID: 323120303^23
Race: Animated Armor
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323120304^22
Tier IV
ID: 323120304^23
Race: Animated Armor
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 323120305^22
Tier V
ID: 323120305^23
Race: Animated Armor
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330000100^21
Apprentice Mercenaries (Guktan)
ID: 330000200^21
Journeyman Mercenaries (Guktan)
ID: 330000300^21
Master Mercenaries (Guktan)
ID: 330010101^22
Tier I
ID: 330010101^23
Race: Guktan
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330010102^22
Tier II
ID: 330010102^23
Race: Guktan
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330010103^22
Tier III
ID: 330010103^23
Race: Guktan
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330010104^22
Tier IV
ID: 330010104^23
Race: Guktan
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330010105^22
Tier V
ID: 330010105^23
Race: Guktan
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330010201^22
Tier I
ID: 330010201^23
Race: Guktan
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330010202^22
Tier II
ID: 330010202^23
Race: Guktan
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330010203^22
Tier III
ID: 330010203^23
Race: Guktan
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330010204^22
Tier IV
ID: 330010204^23
Race: Guktan
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330010205^22
Tier V
ID: 330010205^23
Race: Guktan
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330010301^22
Tier I
ID: 330010301^23
Race: Guktan
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330010302^22
Tier II
ID: 330010302^23
Race: Guktan
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330010303^22
Tier III
ID: 330010303^23
Race: Guktan
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330010304^22
Tier IV
ID: 330010304^23
Race: Guktan
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330010305^22
Tier V
ID: 330010305^23
Race: Guktan
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330020101^22
Tier I
ID: 330020101^23
Race: Guktan
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330020102^22
Tier II
ID: 330020102^23
Race: Guktan
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330020103^22
Tier III
ID: 330020103^23
Race: Guktan
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330020104^22
Tier IV
ID: 330020104^23
Race: Guktan
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330020105^22
Tier V
ID: 330020105^23
Race: Guktan
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330020201^22
Tier I
ID: 330020201^23
Race: Guktan
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330020202^22
Tier II
ID: 330020202^23
Race: Guktan
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330020203^22
Tier III
ID: 330020203^23
Race: Guktan
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330020204^22
Tier IV
ID: 330020204^23
Race: Guktan
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330020205^22
Tier V
ID: 330020205^23
Race: Guktan
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330020301^22
Tier I
ID: 330020301^23
Race: Guktan
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330020302^22
Tier II
ID: 330020302^23
Race: Guktan
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330020303^22
Tier III
ID: 330020303^23
Race: Guktan
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330020304^22
Tier IV
ID: 330020304^23
Race: Guktan
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330020305^22
Tier V
ID: 330020305^23
Race: Guktan
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330040101^22
Tier I
ID: 330040101^23
Race: Guktan
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330040102^22
Tier II
ID: 330040102^23
Race: Guktan
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330040103^22
Tier III
ID: 330040103^23
Race: Guktan
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330040104^22
Tier IV
ID: 330040104^23
Race: Guktan
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330040105^22
Tier V
ID: 330040105^23
Race: Guktan
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330040201^22
Tier I
ID: 330040201^23
Race: Guktan
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330040202^22
Tier II
ID: 330040202^23
Race: Guktan
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330040203^22
Tier III
ID: 330040203^23
Race: Guktan
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330040204^22
Tier IV
ID: 330040204^23
Race: Guktan
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330040205^22
Tier V
ID: 330040205^23
Race: Guktan
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330040301^22
Tier I
ID: 330040301^23
Race: Guktan
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330040302^22
Tier II
ID: 330040302^23
Race: Guktan
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330040303^22
Tier III
ID: 330040303^23
Race: Guktan
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330040304^22
Tier IV
ID: 330040304^23
Race: Guktan
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330040305^22
Tier V
ID: 330040305^23
Race: Guktan
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330120101^22
Tier I
ID: 330120101^23
Race: Guktan
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330120102^22
Tier II
ID: 330120102^23
Race: Guktan
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330120103^22
Tier III
ID: 330120103^23
Race: Guktan
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330120104^22
Tier IV
ID: 330120104^23
Race: Guktan
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330120105^22
Tier V
ID: 330120105^23
Race: Guktan
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330120201^22
Tier I
ID: 330120201^23
Race: Guktan
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330120202^22
Tier II
ID: 330120202^23
Race: Guktan
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330120203^22
Tier III
ID: 330120203^23
Race: Guktan
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330120204^22
Tier IV
ID: 330120204^23
Race: Guktan
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330120205^22
Tier V
ID: 330120205^23
Race: Guktan
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330120301^22
Tier I
ID: 330120301^23
Race: Guktan
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330120302^22
Tier II
ID: 330120302^23
Race: Guktan
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330120303^22
Tier III
ID: 330120303^23
Race: Guktan
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330120304^22
Tier IV
ID: 330120304^23
Race: Guktan
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 330120305^22
Tier V
ID: 330120305^23
Race: Guktan
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338000100^21
Apprentice Mercenaries (Gnome Pirate)
ID: 338000200^21
Journeyman Mercenaries (Gnome Pirate)
ID: 338000300^21
Master Mercenaries (Gnome Pirate)
ID: 338010101^22
Tier I
ID: 338010101^23
Race: Gnome Pirate
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338010102^22
Tier II
ID: 338010102^23
Race: Gnome Pirate
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338010103^22
Tier III
ID: 338010103^23
Race: Gnome Pirate
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338010104^22
Tier IV
ID: 338010104^23
Race: Gnome Pirate
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338010105^22
Tier V
ID: 338010105^23
Race: Gnome Pirate
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338010201^22
Tier I
ID: 338010201^23
Race: Gnome Pirate
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338010202^22
Tier II
ID: 338010202^23
Race: Gnome Pirate
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338010203^22
Tier III
ID: 338010203^23
Race: Gnome Pirate
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338010204^22
Tier IV
ID: 338010204^23
Race: Gnome Pirate
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338010205^22
Tier V
ID: 338010205^23
Race: Gnome Pirate
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338010301^22
Tier I
ID: 338010301^23
Race: Gnome Pirate
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338010302^22
Tier II
ID: 338010302^23
Race: Gnome Pirate
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338010303^22
Tier III
ID: 338010303^23
Race: Gnome Pirate
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338010304^22
Tier IV
ID: 338010304^23
Race: Gnome Pirate
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338010305^22
Tier V
ID: 338010305^23
Race: Gnome Pirate
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338020101^22
Tier I
ID: 338020101^23
Race: Gnome Pirate
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338020102^22
Tier II
ID: 338020102^23
Race: Gnome Pirate
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338020103^22
Tier III
ID: 338020103^23
Race: Gnome Pirate
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338020104^22
Tier IV
ID: 338020104^23
Race: Gnome Pirate
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338020105^22
Tier V
ID: 338020105^23
Race: Gnome Pirate
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338020201^22
Tier I
ID: 338020201^23
Race: Gnome Pirate
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338020202^22
Tier II
ID: 338020202^23
Race: Gnome Pirate
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338020203^22
Tier III
ID: 338020203^23
Race: Gnome Pirate
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338020204^22
Tier IV
ID: 338020204^23
Race: Gnome Pirate
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338020205^22
Tier V
ID: 338020205^23
Race: Gnome Pirate
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338020301^22
Tier I
ID: 338020301^23
Race: Gnome Pirate
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338020302^22
Tier II
ID: 338020302^23
Race: Gnome Pirate
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338020303^22
Tier III
ID: 338020303^23
Race: Gnome Pirate
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338020304^22
Tier IV
ID: 338020304^23
Race: Gnome Pirate
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338020305^22
Tier V
ID: 338020305^23
Race: Gnome Pirate
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338090101^22
Tier I
ID: 338090101^23
Race: Gnome Pirate
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338090102^22
Tier II
ID: 338090102^23
Race: Gnome Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338090103^22
Tier III
ID: 338090103^23
Race: Gnome Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338090104^22
Tier IV
ID: 338090104^23
Race: Gnome Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338090105^22
Tier V
ID: 338090105^23
Race: Gnome Pirate
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338090201^22
Tier I
ID: 338090201^23
Race: Gnome Pirate
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338090202^22
Tier II
ID: 338090202^23
Race: Gnome Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338090203^22
Tier III
ID: 338090203^23
Race: Gnome Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338090204^22
Tier IV
ID: 338090204^23
Race: Gnome Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338090205^22
Tier V
ID: 338090205^23
Race: Gnome Pirate
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338090301^22
Tier I
ID: 338090301^23
Race: Gnome Pirate
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338090302^22
Tier II
ID: 338090302^23
Race: Gnome Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338090303^22
Tier III
ID: 338090303^23
Race: Gnome Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338090304^22
Tier IV
ID: 338090304^23
Race: Gnome Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338090305^22
Tier V
ID: 338090305^23
Race: Gnome Pirate
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338120101^22
Tier I
ID: 338120101^23
Race: Gnome Pirate
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338120102^22
Tier II
ID: 338120102^23
Race: Gnome Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338120103^22
Tier III
ID: 338120103^23
Race: Gnome Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338120104^22
Tier IV
ID: 338120104^23
Race: Gnome Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338120105^22
Tier V
ID: 338120105^23
Race: Gnome Pirate
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338120201^22
Tier I
ID: 338120201^23
Race: Gnome Pirate
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338120202^22
Tier II
ID: 338120202^23
Race: Gnome Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338120203^22
Tier III
ID: 338120203^23
Race: Gnome Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338120204^22
Tier IV
ID: 338120204^23
Race: Gnome Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338120205^22
Tier V
ID: 338120205^23
Race: Gnome Pirate
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338120301^22
Tier I
ID: 338120301^23
Race: Gnome Pirate
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338120302^22
Tier II
ID: 338120302^23
Race: Gnome Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338120303^22
Tier III
ID: 338120303^23
Race: Gnome Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338120304^22
Tier IV
ID: 338120304^23
Race: Gnome Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 338120305^22
Tier V
ID: 338120305^23
Race: Gnome Pirate
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339000100^21
Apprentice Mercenaries (Dark Elf Pirate)
ID: 339000200^21
Journeyman Mercenaries (Dark Elf Pirate)
ID: 339000300^21
Master Mercenaries (Dark Elf Pirate)
ID: 339010101^22
Tier I
ID: 339010101^23
Race: Dark Elf Pirate
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339010102^22
Tier II
ID: 339010102^23
Race: Dark Elf Pirate
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339010103^22
Tier III
ID: 339010103^23
Race: Dark Elf Pirate
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339010104^22
Tier IV
ID: 339010104^23
Race: Dark Elf Pirate
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339010105^22
Tier V
ID: 339010105^23
Race: Dark Elf Pirate
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339010201^22
Tier I
ID: 339010201^23
Race: Dark Elf Pirate
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339010202^22
Tier II
ID: 339010202^23
Race: Dark Elf Pirate
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339010203^22
Tier III
ID: 339010203^23
Race: Dark Elf Pirate
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339010204^22
Tier IV
ID: 339010204^23
Race: Dark Elf Pirate
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339010205^22
Tier V
ID: 339010205^23
Race: Dark Elf Pirate
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339010301^22
Tier I
ID: 339010301^23
Race: Dark Elf Pirate
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339010302^22
Tier II
ID: 339010302^23
Race: Dark Elf Pirate
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339010303^22
Tier III
ID: 339010303^23
Race: Dark Elf Pirate
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339010304^22
Tier IV
ID: 339010304^23
Race: Dark Elf Pirate
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339010305^22
Tier V
ID: 339010305^23
Race: Dark Elf Pirate
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339020101^22
Tier I
ID: 339020101^23
Race: Dark Elf Pirate
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339020102^22
Tier II
ID: 339020102^23
Race: Dark Elf Pirate
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339020103^22
Tier III
ID: 339020103^23
Race: Dark Elf Pirate
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339020104^22
Tier IV
ID: 339020104^23
Race: Dark Elf Pirate
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339020105^22
Tier V
ID: 339020105^23
Race: Dark Elf Pirate
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339020201^22
Tier I
ID: 339020201^23
Race: Dark Elf Pirate
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339020202^22
Tier II
ID: 339020202^23
Race: Dark Elf Pirate
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339020203^22
Tier III
ID: 339020203^23
Race: Dark Elf Pirate
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339020204^22
Tier IV
ID: 339020204^23
Race: Dark Elf Pirate
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339020205^22
Tier V
ID: 339020205^23
Race: Dark Elf Pirate
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339020301^22
Tier I
ID: 339020301^23
Race: Dark Elf Pirate
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339020302^22
Tier II
ID: 339020302^23
Race: Dark Elf Pirate
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339020303^22
Tier III
ID: 339020303^23
Race: Dark Elf Pirate
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339020304^22
Tier IV
ID: 339020304^23
Race: Dark Elf Pirate
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339020305^22
Tier V
ID: 339020305^23
Race: Dark Elf Pirate
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339030101^22
Tier I
ID: 339030101^23
Race: Dark Elf Pirate
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339030102^22
Tier II
ID: 339030102^23
Race: Dark Elf Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339030103^22
Tier III
ID: 339030103^23
Race: Dark Elf Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339030104^22
Tier IV
ID: 339030104^23
Race: Dark Elf Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339030105^22
Tier V
ID: 339030105^23
Race: Dark Elf Pirate
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339030201^22
Tier I
ID: 339030201^23
Race: Dark Elf Pirate
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339030202^22
Tier II
ID: 339030202^23
Race: Dark Elf Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339030203^22
Tier III
ID: 339030203^23
Race: Dark Elf Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339030204^22
Tier IV
ID: 339030204^23
Race: Dark Elf Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339030205^22
Tier V
ID: 339030205^23
Race: Dark Elf Pirate
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339030301^22
Tier I
ID: 339030301^23
Race: Dark Elf Pirate
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339030302^22
Tier II
ID: 339030302^23
Race: Dark Elf Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339030303^22
Tier III
ID: 339030303^23
Race: Dark Elf Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339030304^22
Tier IV
ID: 339030304^23
Race: Dark Elf Pirate
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339030305^22
Tier V
ID: 339030305^23
Race: Dark Elf Pirate
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339040101^22
Tier I
ID: 339040101^23
Race: Dark Elf Pirate
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339040102^22
Tier II
ID: 339040102^23
Race: Dark Elf Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339040103^22
Tier III
ID: 339040103^23
Race: Dark Elf Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339040104^22
Tier IV
ID: 339040104^23
Race: Dark Elf Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339040105^22
Tier V
ID: 339040105^23
Race: Dark Elf Pirate
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339040201^22
Tier I
ID: 339040201^23
Race: Dark Elf Pirate
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339040202^22
Tier II
ID: 339040202^23
Race: Dark Elf Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339040203^22
Tier III
ID: 339040203^23
Race: Dark Elf Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339040204^22
Tier IV
ID: 339040204^23
Race: Dark Elf Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339040205^22
Tier V
ID: 339040205^23
Race: Dark Elf Pirate
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339040301^22
Tier I
ID: 339040301^23
Race: Dark Elf Pirate
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339040302^22
Tier II
ID: 339040302^23
Race: Dark Elf Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339040303^22
Tier III
ID: 339040303^23
Race: Dark Elf Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339040304^22
Tier IV
ID: 339040304^23
Race: Dark Elf Pirate
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 339040305^22
Tier V
ID: 339040305^23
Race: Dark Elf Pirate
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367030101^22
Tier I
ID: 367030101^23
Race: Frozen Skeleton
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367030102^22
Tier II
ID: 367030102^23
Race: Frozen Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367030103^22
Tier III
ID: 367030103^23
Race: Frozen Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367030104^22
Tier IV
ID: 367030104^23
Race: Frozen Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367030105^22
Tier V
ID: 367030105^23
Race: Frozen Skeleton
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367030201^22
Tier I
ID: 367030201^23
Race: Frozen Skeleton
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367030202^22
Tier II
ID: 367030202^23
Race: Frozen Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367030203^22
Tier III
ID: 367030203^23
Race: Frozen Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367030204^22
Tier IV
ID: 367030204^23
Race: Frozen Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367030205^22
Tier V
ID: 367030205^23
Race: Frozen Skeleton
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367030301^22
Tier I
ID: 367030301^23
Race: Frozen Skeleton
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367030302^22
Tier II
ID: 367030302^23
Race: Frozen Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367030303^22
Tier III
ID: 367030303^23
Race: Frozen Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367030304^22
Tier IV
ID: 367030304^23
Race: Frozen Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367030305^22
Tier V
ID: 367030305^23
Race: Frozen Skeleton
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367040101^22
Tier I
ID: 367040101^23
Race: Frozen Skeleton
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367040102^22
Tier II
ID: 367040102^23
Race: Frozen Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367040103^22
Tier III
ID: 367040103^23
Race: Frozen Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367040104^22
Tier IV
ID: 367040104^23
Race: Frozen Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367040105^22
Tier V
ID: 367040105^23
Race: Frozen Skeleton
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367040201^22
Tier I
ID: 367040201^23
Race: Frozen Skeleton
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367040202^22
Tier II
ID: 367040202^23
Race: Frozen Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367040203^22
Tier III
ID: 367040203^23
Race: Frozen Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367040204^22
Tier IV
ID: 367040204^23
Race: Frozen Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367040205^22
Tier V
ID: 367040205^23
Race: Frozen Skeleton
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367040301^22
Tier I
ID: 367040301^23
Race: Frozen Skeleton
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367040302^22
Tier II
ID: 367040302^23
Race: Frozen Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367040303^22
Tier III
ID: 367040303^23
Race: Frozen Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367040304^22
Tier IV
ID: 367040304^23
Race: Frozen Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367040305^22
Tier V
ID: 367040305^23
Race: Frozen Skeleton
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367300010^21
Apprentice Mercenaries (Bloodbone Skeleton)
ID: 367300020^21
Journeyman Mercenaries (Bloodbone Skeleton)
ID: 367300030^21
Master Mercenaries (Bloodbone Skeleton)
ID: 367301011^22
Tier I
ID: 367301011^23
Race: Bloodbone Skeleton
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367301012^22
Tier II
ID: 367301012^23
Race: Bloodbone Skeleton
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367301013^22
Tier III
ID: 367301013^23
Race: Bloodbone Skeleton
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367301014^22
Tier IV
ID: 367301014^23
Race: Bloodbone Skeleton
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367301015^22
Tier V
ID: 367301015^23
Race: Bloodbone Skeleton
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367301021^22
Tier I
ID: 367301021^23
Race: Bloodbone Skeleton
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367301022^22
Tier II
ID: 367301022^23
Race: Bloodbone Skeleton
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367301023^22
Tier III
ID: 367301023^23
Race: Bloodbone Skeleton
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367301024^22
Tier IV
ID: 367301024^23
Race: Bloodbone Skeleton
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367301025^22
Tier V
ID: 367301025^23
Race: Bloodbone Skeleton
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367301031^22
Tier I
ID: 367301031^23
Race: Bloodbone Skeleton
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367301032^22
Tier II
ID: 367301032^23
Race: Bloodbone Skeleton
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367301033^22
Tier III
ID: 367301033^23
Race: Bloodbone Skeleton
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367301034^22
Tier IV
ID: 367301034^23
Race: Bloodbone Skeleton
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367301035^22
Tier V
ID: 367301035^23
Race: Bloodbone Skeleton
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367302011^22
Tier I
ID: 367302011^23
Race: Bloodbone Skeleton
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367302012^22
Tier II
ID: 367302012^23
Race: Bloodbone Skeleton
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367302013^22
Tier III
ID: 367302013^23
Race: Bloodbone Skeleton
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367302014^22
Tier IV
ID: 367302014^23
Race: Bloodbone Skeleton
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367302015^22
Tier V
ID: 367302015^23
Race: Bloodbone Skeleton
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367302021^22
Tier I
ID: 367302021^23
Race: Bloodbone Skeleton
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367302022^22
Tier II
ID: 367302022^23
Race: Bloodbone Skeleton
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367302023^22
Tier III
ID: 367302023^23
Race: Bloodbone Skeleton
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367302024^22
Tier IV
ID: 367302024^23
Race: Bloodbone Skeleton
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367302025^22
Tier V
ID: 367302025^23
Race: Bloodbone Skeleton
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367302031^22
Tier I
ID: 367302031^23
Race: Bloodbone Skeleton
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367302032^22
Tier II
ID: 367302032^23
Race: Bloodbone Skeleton
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367302033^22
Tier III
ID: 367302033^23
Race: Bloodbone Skeleton
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367302034^22
Tier IV
ID: 367302034^23
Race: Bloodbone Skeleton
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367302035^22
Tier V
ID: 367302035^23
Race: Bloodbone Skeleton
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367309011^22
Tier I
ID: 367309011^23
Race: Bloodbone Skeleton
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367309012^22
Tier II
ID: 367309012^23
Race: Bloodbone Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367309013^22
Tier III
ID: 367309013^23
Race: Bloodbone Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367309014^22
Tier IV
ID: 367309014^23
Race: Bloodbone Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367309015^22
Tier V
ID: 367309015^23
Race: Bloodbone Skeleton
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367309021^22
Tier I
ID: 367309021^23
Race: Bloodbone Skeleton
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367309022^22
Tier II
ID: 367309022^23
Race: Bloodbone Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367309023^22
Tier III
ID: 367309023^23
Race: Bloodbone Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367309024^22
Tier IV
ID: 367309024^23
Race: Bloodbone Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367309025^22
Tier V
ID: 367309025^23
Race: Bloodbone Skeleton
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367309031^22
Tier I
ID: 367309031^23
Race: Bloodbone Skeleton
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367309032^22
Tier II
ID: 367309032^23
Race: Bloodbone Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367309033^22
Tier III
ID: 367309033^23
Race: Bloodbone Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367309034^22
Tier IV
ID: 367309034^23
Race: Bloodbone Skeleton
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367309035^22
Tier V
ID: 367309035^23
Race: Bloodbone Skeleton
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367312011^22
Tier I
ID: 367312011^23
Race: Bloodbone Skeleton
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367312012^22
Tier II
ID: 367312012^23
Race: Bloodbone Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367312013^22
Tier III
ID: 367312013^23
Race: Bloodbone Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367312014^22
Tier IV
ID: 367312014^23
Race: Bloodbone Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367312015^22
Tier V
ID: 367312015^23
Race: Bloodbone Skeleton
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367312021^22
Tier I
ID: 367312021^23
Race: Bloodbone Skeleton
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367312022^22
Tier II
ID: 367312022^23
Race: Bloodbone Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367312023^22
Tier III
ID: 367312023^23
Race: Bloodbone Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367312024^22
Tier IV
ID: 367312024^23
Race: Bloodbone Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367312025^22
Tier V
ID: 367312025^23
Race: Bloodbone Skeleton
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367312031^22
Tier I
ID: 367312031^23
Race: Bloodbone Skeleton
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367312032^22
Tier II
ID: 367312032^23
Race: Bloodbone Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367312033^22
Tier III
ID: 367312033^23
Race: Bloodbone Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367312034^22
Tier IV
ID: 367312034^23
Race: Bloodbone Skeleton
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 367312035^22
Tier V
ID: 367312035^23
Race: Bloodbone Skeleton
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385000100^21
Apprentice Mercenaries (Nihil)
ID: 385000200^21
Journeyman Mercenaries (Nihil)
ID: 385000300^21
Master Mercenaries (Nihil)
ID: 385010101^22
Tier I
ID: 385010101^23
Race: Nihil
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385010102^22
Tier II
ID: 385010102^23
Race: Nihil
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385010103^22
Tier III
ID: 385010103^23
Race: Nihil
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385010104^22
Tier IV
ID: 385010104^23
Race: Nihil
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385010105^22
Tier V
ID: 385010105^23
Race: Nihil
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385010201^22
Tier I
ID: 385010201^23
Race: Nihil
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385010202^22
Tier II
ID: 385010202^23
Race: Nihil
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385010203^22
Tier III
ID: 385010203^23
Race: Nihil
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385010204^22
Tier IV
ID: 385010204^23
Race: Nihil
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385010205^22
Tier V
ID: 385010205^23
Race: Nihil
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385010301^22
Tier I
ID: 385010301^23
Race: Nihil
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385010302^22
Tier II
ID: 385010302^23
Race: Nihil
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385010303^22
Tier III
ID: 385010303^23
Race: Nihil
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385010304^22
Tier IV
ID: 385010304^23
Race: Nihil
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385010305^22
Tier V
ID: 385010305^23
Race: Nihil
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385020101^22
Tier I
ID: 385020101^23
Race: Nihil
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385020102^22
Tier II
ID: 385020102^23
Race: Nihil
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385020103^22
Tier III
ID: 385020103^23
Race: Nihil
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385020104^22
Tier IV
ID: 385020104^23
Race: Nihil
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385020105^22
Tier V
ID: 385020105^23
Race: Nihil
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385020201^22
Tier I
ID: 385020201^23
Race: Nihil
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385020202^22
Tier II
ID: 385020202^23
Race: Nihil
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385020203^22
Tier III
ID: 385020203^23
Race: Nihil
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385020204^22
Tier IV
ID: 385020204^23
Race: Nihil
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385020205^22
Tier V
ID: 385020205^23
Race: Nihil
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385020301^22
Tier I
ID: 385020301^23
Race: Nihil
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385020302^22
Tier II
ID: 385020302^23
Race: Nihil
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385020303^22
Tier III
ID: 385020303^23
Race: Nihil
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385020304^22
Tier IV
ID: 385020304^23
Race: Nihil
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385020305^22
Tier V
ID: 385020305^23
Race: Nihil
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385090101^22
Tier I
ID: 385090101^23
Race: Nihil
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385090102^22
Tier II
ID: 385090102^23
Race: Nihil
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385090103^22
Tier III
ID: 385090103^23
Race: Nihil
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385090104^22
Tier IV
ID: 385090104^23
Race: Nihil
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385090105^22
Tier V
ID: 385090105^23
Race: Nihil
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385090201^22
Tier I
ID: 385090201^23
Race: Nihil
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385090202^22
Tier II
ID: 385090202^23
Race: Nihil
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385090203^22
Tier III
ID: 385090203^23
Race: Nihil
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385090204^22
Tier IV
ID: 385090204^23
Race: Nihil
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385090205^22
Tier V
ID: 385090205^23
Race: Nihil
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385090301^22
Tier I
ID: 385090301^23
Race: Nihil
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385090302^22
Tier II
ID: 385090302^23
Race: Nihil
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385090303^22
Tier III
ID: 385090303^23
Race: Nihil
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385090304^22
Tier IV
ID: 385090304^23
Race: Nihil
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385090305^22
Tier V
ID: 385090305^23
Race: Nihil
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385120101^22
Tier I
ID: 385120101^23
Race: Nihil
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385120102^22
Tier II
ID: 385120102^23
Race: Nihil
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385120103^22
Tier III
ID: 385120103^23
Race: Nihil
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385120104^22
Tier IV
ID: 385120104^23
Race: Nihil
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385120105^22
Tier V
ID: 385120105^23
Race: Nihil
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385120201^22
Tier I
ID: 385120201^23
Race: Nihil
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385120202^22
Tier II
ID: 385120202^23
Race: Nihil
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385120203^22
Tier III
ID: 385120203^23
Race: Nihil
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385120204^22
Tier IV
ID: 385120204^23
Race: Nihil
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385120205^22
Tier V
ID: 385120205^23
Race: Nihil
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385120301^22
Tier I
ID: 385120301^23
Race: Nihil
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385120302^22
Tier II
ID: 385120302^23
Race: Nihil
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385120303^22
Tier III
ID: 385120303^23
Race: Nihil
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385120304^22
Tier IV
ID: 385120304^23
Race: Nihil
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 385120305^22
Tier V
ID: 385120305^23
Race: Nihil
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 394000100^21
Apprentice Mercenaries (Ikaav)
ID: 394000200^21
Journeyman Mercenaries (Ikaav)
ID: 394000300^21
Master Mercenaries (Ikaav)
ID: 394020101^22
Tier I
ID: 394020101^23
Race: Ikaav
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 394020102^22
Tier II
ID: 394020102^23
Race: Ikaav
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 394020103^22
Tier III
ID: 394020103^23
Race: Ikaav
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 394020104^22
Tier IV
ID: 394020104^23
Race: Ikaav
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 394020105^22
Tier V
ID: 394020105^23
Race: Ikaav
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 394020201^22
Tier I
ID: 394020201^23
Race: Ikaav
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 394020202^22
Tier II
ID: 394020202^23
Race: Ikaav
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 394020203^22
Tier III
ID: 394020203^23
Race: Ikaav
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 394020204^22
Tier IV
ID: 394020204^23
Race: Ikaav
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 394020205^22
Tier V
ID: 394020205^23
Race: Ikaav
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 394020301^22
Tier I
ID: 394020301^23
Race: Ikaav
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 394020302^22
Tier II
ID: 394020302^23
Race: Ikaav
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 394020303^22
Tier III
ID: 394020303^23
Race: Ikaav
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 394020304^22
Tier IV
ID: 394020304^23
Race: Ikaav
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 394020305^22
Tier V
ID: 394020305^23
Race: Ikaav
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 409000100^21
Apprentice Mercenaries (Bazu)
ID: 409000200^21
Journeyman Mercenaries (Bazu)
ID: 409000300^21
Master Mercenaries (Bazu)
ID: 409010101^22
Tier I
ID: 409010101^23
Race: Bazu
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 409010102^22
Tier II
ID: 409010102^23
Race: Bazu
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 409010103^22
Tier III
ID: 409010103^23
Race: Bazu
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 409010104^22
Tier IV
ID: 409010104^23
Race: Bazu
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 409010105^22
Tier V
ID: 409010105^23
Race: Bazu
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 409010201^22
Tier I
ID: 409010201^23
Race: Bazu
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 409010202^22
Tier II
ID: 409010202^23
Race: Bazu
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 409010203^22
Tier III
ID: 409010203^23
Race: Bazu
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 409010204^22
Tier IV
ID: 409010204^23
Race: Bazu
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 409010205^22
Tier V
ID: 409010205^23
Race: Bazu
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 409010301^22
Tier I
ID: 409010301^23
Race: Bazu
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 409010302^22
Tier II
ID: 409010302^23
Race: Bazu
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 409010303^22
Tier III
ID: 409010303^23
Race: Bazu
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 409010304^22
Tier IV
ID: 409010304^23
Race: Bazu
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 409010305^22
Tier V
ID: 409010305^23
Race: Bazu
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 411000100^21
Apprentice Mercenaries (Pyrilen)
ID: 411000200^21
Journeyman Mercenaries (Pyrilen)
ID: 411000300^21
Master Mercenaries (Pyrilen)
ID: 411120101^22
Tier I
ID: 411120101^23
Race: Pyrilen
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 411120102^22
Tier II
ID: 411120102^23
Race: Pyrilen
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 411120103^22
Tier III
ID: 411120103^23
Race: Pyrilen
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 411120104^22
Tier IV
ID: 411120104^23
Race: Pyrilen
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 411120105^22
Tier V
ID: 411120105^23
Race: Pyrilen
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 411120201^22
Tier I
ID: 411120201^23
Race: Pyrilen
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 411120202^22
Tier II
ID: 411120202^23
Race: Pyrilen
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 411120203^22
Tier III
ID: 411120203^23
Race: Pyrilen
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 411120204^22
Tier IV
ID: 411120204^23
Race: Pyrilen
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 411120205^22
Tier V
ID: 411120205^23
Race: Pyrilen
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 411120301^22
Tier I
ID: 411120301^23
Race: Pyrilen
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 411120302^22
Tier II
ID: 411120302^23
Race: Pyrilen
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 411120303^22
Tier III
ID: 411120303^23
Race: Pyrilen
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 411120304^22
Tier IV
ID: 411120304^23
Race: Pyrilen
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 411120305^22
Tier V
ID: 411120305^23
Race: Pyrilen
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413000100^21
Apprentice Mercenaries (Dragorn)
ID: 413000200^21
Journeyman Mercenaries (Dragorn)
ID: 413000300^21
Master Mercenaries (Dragorn)
ID: 413010101^22
Tier I
ID: 413010101^23
Race: Dragorn
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413010102^22
Tier II
ID: 413010102^23
Race: Dragorn
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413010103^22
Tier III
ID: 413010103^23
Race: Dragorn
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413010104^22
Tier IV
ID: 413010104^23
Race: Dragorn
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413010105^22
Tier V
ID: 413010105^23
Race: Dragorn
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413010201^22
Tier I
ID: 413010201^23
Race: Dragorn
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413010202^22
Tier II
ID: 413010202^23
Race: Dragorn
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413010203^22
Tier III
ID: 413010203^23
Race: Dragorn
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413010204^22
Tier IV
ID: 413010204^23
Race: Dragorn
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413010205^22
Tier V
ID: 413010205^23
Race: Dragorn
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413010301^22
Tier I
ID: 413010301^23
Race: Dragorn
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413010302^22
Tier II
ID: 413010302^23
Race: Dragorn
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413010303^22
Tier III
ID: 413010303^23
Race: Dragorn
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413010304^22
Tier IV
ID: 413010304^23
Race: Dragorn
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413010305^22
Tier V
ID: 413010305^23
Race: Dragorn
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413020101^22
Tier I
ID: 413020101^23
Race: Dragorn
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413020102^22
Tier II
ID: 413020102^23
Race: Dragorn
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413020103^22
Tier III
ID: 413020103^23
Race: Dragorn
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413020104^22
Tier IV
ID: 413020104^23
Race: Dragorn
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413020105^22
Tier V
ID: 413020105^23
Race: Dragorn
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413020201^22
Tier I
ID: 413020201^23
Race: Dragorn
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413020202^22
Tier II
ID: 413020202^23
Race: Dragorn
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413020203^22
Tier III
ID: 413020203^23
Race: Dragorn
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413020204^22
Tier IV
ID: 413020204^23
Race: Dragorn
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413020205^22
Tier V
ID: 413020205^23
Race: Dragorn
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413020301^22
Tier I
ID: 413020301^23
Race: Dragorn
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413020302^22
Tier II
ID: 413020302^23
Race: Dragorn
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413020303^22
Tier III
ID: 413020303^23
Race: Dragorn
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413020304^22
Tier IV
ID: 413020304^23
Race: Dragorn
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413020305^22
Tier V
ID: 413020305^23
Race: Dragorn
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413090101^22
Tier I
ID: 413090101^23
Race: Dragorn
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413090102^22
Tier II
ID: 413090102^23
Race: Dragorn
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413090103^22
Tier III
ID: 413090103^23
Race: Dragorn
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413090104^22
Tier IV
ID: 413090104^23
Race: Dragorn
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413090105^22
Tier V
ID: 413090105^23
Race: Dragorn
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413090201^22
Tier I
ID: 413090201^23
Race: Dragorn
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413090202^22
Tier II
ID: 413090202^23
Race: Dragorn
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413090203^22
Tier III
ID: 413090203^23
Race: Dragorn
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413090204^22
Tier IV
ID: 413090204^23
Race: Dragorn
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413090205^22
Tier V
ID: 413090205^23
Race: Dragorn
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413090301^22
Tier I
ID: 413090301^23
Race: Dragorn
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413090302^22
Tier II
ID: 413090302^23
Race: Dragorn
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413090303^22
Tier III
ID: 413090303^23
Race: Dragorn
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413090304^22
Tier IV
ID: 413090304^23
Race: Dragorn
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413090305^22
Tier V
ID: 413090305^23
Race: Dragorn
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413120101^22
Tier I
ID: 413120101^23
Race: Dragorn
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413120102^22
Tier II
ID: 413120102^23
Race: Dragorn
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413120103^22
Tier III
ID: 413120103^23
Race: Dragorn
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413120104^22
Tier IV
ID: 413120104^23
Race: Dragorn
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413120105^22
Tier V
ID: 413120105^23
Race: Dragorn
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413120201^22
Tier I
ID: 413120201^23
Race: Dragorn
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413120202^22
Tier II
ID: 413120202^23
Race: Dragorn
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413120203^22
Tier III
ID: 413120203^23
Race: Dragorn
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413120204^22
Tier IV
ID: 413120204^23
Race: Dragorn
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413120205^22
Tier V
ID: 413120205^23
Race: Dragorn
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413120301^22
Tier I
ID: 413120301^23
Race: Dragorn
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413120302^22
Tier II
ID: 413120302^23
Race: Dragorn
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413120303^22
Tier III
ID: 413120303^23
Race: Dragorn
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413120304^22
Tier IV
ID: 413120304^23
Race: Dragorn
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 413120305^22
Tier V
ID: 413120305^23
Race: Dragorn
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 417000100^21
Apprentice Mercenaries (Gelidran)
ID: 417000200^21
Journeyman Mercenaries (Gelidran)
ID: 417000300^21
Master Mercenaries (Gelidran)
ID: 417090101^22
Tier I
ID: 417090101^23
Race: Gelidran
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 417090102^22
Tier II
ID: 417090102^23
Race: Gelidran
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 417090103^22
Tier III
ID: 417090103^23
Race: Gelidran
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 417090104^22
Tier IV
ID: 417090104^23
Race: Gelidran
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 417090105^22
Tier V
ID: 417090105^23
Race: Gelidran
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 417090201^22
Tier I
ID: 417090201^23
Race: Gelidran
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 417090202^22
Tier II
ID: 417090202^23
Race: Gelidran
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 417090203^22
Tier III
ID: 417090203^23
Race: Gelidran
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 417090204^22
Tier IV
ID: 417090204^23
Race: Gelidran
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 417090205^22
Tier V
ID: 417090205^23
Race: Gelidran
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 417090301^22
Tier I
ID: 417090301^23
Race: Gelidran
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 417090302^22
Tier II
ID: 417090302^23
Race: Gelidran
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 417090303^22
Tier III
ID: 417090303^23
Race: Gelidran
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 417090304^22
Tier IV
ID: 417090304^23
Race: Gelidran
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 417090305^22
Tier V
ID: 417090305^23
Race: Gelidran
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419000100^21
Apprentice Mercenaries (Girplan)
ID: 419000200^21
Journeyman Mercenaries (Girplan)
ID: 419000300^21
Master Mercenaries (Girplan)
ID: 419010101^22
Tier I
ID: 419010101^23
Race: Girplan
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419010102^22
Tier II
ID: 419010102^23
Race: Girplan
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419010103^22
Tier III
ID: 419010103^23
Race: Girplan
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419010104^22
Tier IV
ID: 419010104^23
Race: Girplan
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419010105^22
Tier V
ID: 419010105^23
Race: Girplan
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419010201^22
Tier I
ID: 419010201^23
Race: Girplan
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419010202^22
Tier II
ID: 419010202^23
Race: Girplan
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419010203^22
Tier III
ID: 419010203^23
Race: Girplan
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419010204^22
Tier IV
ID: 419010204^23
Race: Girplan
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419010205^22
Tier V
ID: 419010205^23
Race: Girplan
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419010301^22
Tier I
ID: 419010301^23
Race: Girplan
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419010302^22
Tier II
ID: 419010302^23
Race: Girplan
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419010303^22
Tier III
ID: 419010303^23
Race: Girplan
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419010304^22
Tier IV
ID: 419010304^23
Race: Girplan
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419010305^22
Tier V
ID: 419010305^23
Race: Girplan
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419020101^22
Tier I
ID: 419020101^23
Race: Girplan
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419020102^22
Tier II
ID: 419020102^23
Race: Girplan
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419020103^22
Tier III
ID: 419020103^23
Race: Girplan
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419020104^22
Tier IV
ID: 419020104^23
Race: Girplan
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419020105^22
Tier V
ID: 419020105^23
Race: Girplan
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419020201^22
Tier I
ID: 419020201^23
Race: Girplan
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419020202^22
Tier II
ID: 419020202^23
Race: Girplan
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419020203^22
Tier III
ID: 419020203^23
Race: Girplan
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419020204^22
Tier IV
ID: 419020204^23
Race: Girplan
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419020205^22
Tier V
ID: 419020205^23
Race: Girplan
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419020301^22
Tier I
ID: 419020301^23
Race: Girplan
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419020302^22
Tier II
ID: 419020302^23
Race: Girplan
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419020303^22
Tier III
ID: 419020303^23
Race: Girplan
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419020304^22
Tier IV
ID: 419020304^23
Race: Girplan
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419020305^22
Tier V
ID: 419020305^23
Race: Girplan
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419090101^22
Tier I
ID: 419090101^23
Race: Girplan
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419090102^22
Tier II
ID: 419090102^23
Race: Girplan
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419090103^22
Tier III
ID: 419090103^23
Race: Girplan
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419090104^22
Tier IV
ID: 419090104^23
Race: Girplan
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419090105^22
Tier V
ID: 419090105^23
Race: Girplan
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419090201^22
Tier I
ID: 419090201^23
Race: Girplan
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419090202^22
Tier II
ID: 419090202^23
Race: Girplan
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419090203^22
Tier III
ID: 419090203^23
Race: Girplan
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419090204^22
Tier IV
ID: 419090204^23
Race: Girplan
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419090205^22
Tier V
ID: 419090205^23
Race: Girplan
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419090301^22
Tier I
ID: 419090301^23
Race: Girplan
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419090302^22
Tier II
ID: 419090302^23
Race: Girplan
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419090303^22
Tier III
ID: 419090303^23
Race: Girplan
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419090304^22
Tier IV
ID: 419090304^23
Race: Girplan
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419090305^22
Tier V
ID: 419090305^23
Race: Girplan
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419120101^22
Tier I
ID: 419120101^23
Race: Girplan
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419120102^22
Tier II
ID: 419120102^23
Race: Girplan
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419120103^22
Tier III
ID: 419120103^23
Race: Girplan
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419120104^22
Tier IV
ID: 419120104^23
Race: Girplan
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419120105^22
Tier V
ID: 419120105^23
Race: Girplan
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419120201^22
Tier I
ID: 419120201^23
Race: Girplan
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419120202^22
Tier II
ID: 419120202^23
Race: Girplan
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419120203^22
Tier III
ID: 419120203^23
Race: Girplan
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419120204^22
Tier IV
ID: 419120204^23
Race: Girplan
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419120205^22
Tier V
ID: 419120205^23
Race: Girplan
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419120301^22
Tier I
ID: 419120301^23
Race: Girplan
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419120302^22
Tier II
ID: 419120302^23
Race: Girplan
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419120303^22
Tier III
ID: 419120303^23
Race: Girplan
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419120304^22
Tier IV
ID: 419120304^23
Race: Girplan
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 419120305^22
Tier V
ID: 419120305^23
Race: Girplan
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433000100^21
Apprentice Mercenaries (Goblin)
ID: 433000200^21
Journeyman Mercenaries (Goblin)
ID: 433000300^21
Master Mercenaries (Goblin)
ID: 433010101^22
Tier I
ID: 433010101^23
Race: Goblin
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433010102^22
Tier II
ID: 433010102^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433010103^22
Tier III
ID: 433010103^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433010104^22
Tier IV
ID: 433010104^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433010105^22
Tier V
ID: 433010105^23
Race: Goblin
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433010201^22
Tier I
ID: 433010201^23
Race: Goblin
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433010202^22
Tier II
ID: 433010202^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433010203^22
Tier III
ID: 433010203^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433010204^22
Tier IV
ID: 433010204^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433010205^22
Tier V
ID: 433010205^23
Race: Goblin
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433010301^22
Tier I
ID: 433010301^23
Race: Goblin
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433010302^22
Tier II
ID: 433010302^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433010303^22
Tier III
ID: 433010303^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433010304^22
Tier IV
ID: 433010304^23
Race: Goblin
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433010305^22
Tier V
ID: 433010305^23
Race: Goblin
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433020101^22
Tier I
ID: 433020101^23
Race: Goblin
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433020102^22
Tier II
ID: 433020102^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433020103^22
Tier III
ID: 433020103^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433020104^22
Tier IV
ID: 433020104^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433020105^22
Tier V
ID: 433020105^23
Race: Goblin
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433020201^22
Tier I
ID: 433020201^23
Race: Goblin
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433020202^22
Tier II
ID: 433020202^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433020203^22
Tier III
ID: 433020203^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433020204^22
Tier IV
ID: 433020204^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433020205^22
Tier V
ID: 433020205^23
Race: Goblin
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433020301^22
Tier I
ID: 433020301^23
Race: Goblin
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433020302^22
Tier II
ID: 433020302^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433020303^22
Tier III
ID: 433020303^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433020304^22
Tier IV
ID: 433020304^23
Race: Goblin
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433020305^22
Tier V
ID: 433020305^23
Race: Goblin
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433040101^22
Tier I
ID: 433040101^23
Race: Goblin
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433040102^22
Tier II
ID: 433040102^23
Race: Goblin
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433040103^22
Tier III
ID: 433040103^23
Race: Goblin
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433040104^22
Tier IV
ID: 433040104^23
Race: Goblin
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433040105^22
Tier V
ID: 433040105^23
Race: Goblin
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433040201^22
Tier I
ID: 433040201^23
Race: Goblin
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433040202^22
Tier II
ID: 433040202^23
Race: Goblin
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433040203^22
Tier III
ID: 433040203^23
Race: Goblin
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433040204^22
Tier IV
ID: 433040204^23
Race: Goblin
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433040205^22
Tier V
ID: 433040205^23
Race: Goblin
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433040301^22
Tier I
ID: 433040301^23
Race: Goblin
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433040302^22
Tier II
ID: 433040302^23
Race: Goblin
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433040303^22
Tier III
ID: 433040303^23
Race: Goblin
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433040304^22
Tier IV
ID: 433040304^23
Race: Goblin
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433040305^22
Tier V
ID: 433040305^23
Race: Goblin
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433120101^22
Tier I
ID: 433120101^23
Race: Goblin
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433120102^22
Tier II
ID: 433120102^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433120103^22
Tier III
ID: 433120103^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433120104^22
Tier IV
ID: 433120104^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433120105^22
Tier V
ID: 433120105^23
Race: Goblin
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433120201^22
Tier I
ID: 433120201^23
Race: Goblin
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433120202^22
Tier II
ID: 433120202^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433120203^22
Tier III
ID: 433120203^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433120204^22
Tier IV
ID: 433120204^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433120205^22
Tier V
ID: 433120205^23
Race: Goblin
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433120301^22
Tier I
ID: 433120301^23
Race: Goblin
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433120302^22
Tier II
ID: 433120302^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433120303^22
Tier III
ID: 433120303^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433120304^22
Tier IV
ID: 433120304^23
Race: Goblin
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 433120305^22
Tier V
ID: 433120305^23
Race: Goblin
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454000100^21
Apprentice Mercenaries (Werewolf)
ID: 454000200^21
Journeyman Mercenaries (Werewolf)
ID: 454000300^21
Master Mercenaries (Werewolf)
ID: 454010101^22
Tier I
ID: 454010101^23
Race: Werewolf
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454010102^22
Tier II
ID: 454010102^23
Race: Werewolf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454010103^22
Tier III
ID: 454010103^23
Race: Werewolf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454010104^22
Tier IV
ID: 454010104^23
Race: Werewolf
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454010105^22
Tier V
ID: 454010105^23
Race: Werewolf
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454010201^22
Tier I
ID: 454010201^23
Race: Werewolf
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454010202^22
Tier II
ID: 454010202^23
Race: Werewolf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454010203^22
Tier III
ID: 454010203^23
Race: Werewolf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454010204^22
Tier IV
ID: 454010204^23
Race: Werewolf
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454010205^22
Tier V
ID: 454010205^23
Race: Werewolf
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454010301^22
Tier I
ID: 454010301^23
Race: Werewolf
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454010302^22
Tier II
ID: 454010302^23
Race: Werewolf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454010303^22
Tier III
ID: 454010303^23
Race: Werewolf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454010304^22
Tier IV
ID: 454010304^23
Race: Werewolf
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454010305^22
Tier V
ID: 454010305^23
Race: Werewolf
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454020101^22
Tier I
ID: 454020101^23
Race: Werewolf
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454020102^22
Tier II
ID: 454020102^23
Race: Werewolf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454020103^22
Tier III
ID: 454020103^23
Race: Werewolf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454020104^22
Tier IV
ID: 454020104^23
Race: Werewolf
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454020105^22
Tier V
ID: 454020105^23
Race: Werewolf
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454020201^22
Tier I
ID: 454020201^23
Race: Werewolf
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454020202^22
Tier II
ID: 454020202^23
Race: Werewolf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454020203^22
Tier III
ID: 454020203^23
Race: Werewolf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454020204^22
Tier IV
ID: 454020204^23
Race: Werewolf
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454020205^22
Tier V
ID: 454020205^23
Race: Werewolf
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454020301^22
Tier I
ID: 454020301^23
Race: Werewolf
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454020302^22
Tier II
ID: 454020302^23
Race: Werewolf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454020303^22
Tier III
ID: 454020303^23
Race: Werewolf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454020304^22
Tier IV
ID: 454020304^23
Race: Werewolf
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454020305^22
Tier V
ID: 454020305^23
Race: Werewolf
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454090101^22
Tier I
ID: 454090101^23
Race: Werewolf
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454090102^22
Tier II
ID: 454090102^23
Race: Werewolf
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454090103^22
Tier III
ID: 454090103^23
Race: Werewolf
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454090104^22
Tier IV
ID: 454090104^23
Race: Werewolf
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454090105^22
Tier V
ID: 454090105^23
Race: Werewolf
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454090201^22
Tier I
ID: 454090201^23
Race: Werewolf
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454090202^22
Tier II
ID: 454090202^23
Race: Werewolf
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454090203^22
Tier III
ID: 454090203^23
Race: Werewolf
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454090204^22
Tier IV
ID: 454090204^23
Race: Werewolf
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454090205^22
Tier V
ID: 454090205^23
Race: Werewolf
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454090301^22
Tier I
ID: 454090301^23
Race: Werewolf
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454090302^22
Tier II
ID: 454090302^23
Race: Werewolf
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454090303^22
Tier III
ID: 454090303^23
Race: Werewolf
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454090304^22
Tier IV
ID: 454090304^23
Race: Werewolf
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454090305^22
Tier V
ID: 454090305^23
Race: Werewolf
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454120101^22
Tier I
ID: 454120101^23
Race: Werewolf
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454120102^22
Tier II
ID: 454120102^23
Race: Werewolf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454120103^22
Tier III
ID: 454120103^23
Race: Werewolf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454120104^22
Tier IV
ID: 454120104^23
Race: Werewolf
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454120105^22
Tier V
ID: 454120105^23
Race: Werewolf
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454120201^22
Tier I
ID: 454120201^23
Race: Werewolf
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454120202^22
Tier II
ID: 454120202^23
Race: Werewolf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454120203^22
Tier III
ID: 454120203^23
Race: Werewolf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454120204^22
Tier IV
ID: 454120204^23
Race: Werewolf
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454120205^22
Tier V
ID: 454120205^23
Race: Werewolf
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454120301^22
Tier I
ID: 454120301^23
Race: Werewolf
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454120302^22
Tier II
ID: 454120302^23
Race: Werewolf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454120303^22
Tier III
ID: 454120303^23
Race: Werewolf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454120304^22
Tier IV
ID: 454120304^23
Race: Werewolf
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 454120305^22
Tier V
ID: 454120305^23
Race: Werewolf
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456000100^21
Apprentice Mercenaries (Fungus Man)
ID: 456000200^21
Journeyman Mercenaries (Fungus Man)
ID: 456000300^21
Master Mercenaries (Fungus Man)
ID: 456010101^22
Tier I
ID: 456010101^23
Race: Fungus Man
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456010102^22
Tier II
ID: 456010102^23
Race: Fungus Man
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456010103^22
Tier III
ID: 456010103^23
Race: Fungus Man
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456010104^22
Tier IV
ID: 456010104^23
Race: Fungus Man
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456010105^22
Tier V
ID: 456010105^23
Race: Fungus Man
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456010201^22
Tier I
ID: 456010201^23
Race: Fungus Man
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456010202^22
Tier II
ID: 456010202^23
Race: Fungus Man
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456010203^22
Tier III
ID: 456010203^23
Race: Fungus Man
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456010204^22
Tier IV
ID: 456010204^23
Race: Fungus Man
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456010205^22
Tier V
ID: 456010205^23
Race: Fungus Man
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456010301^22
Tier I
ID: 456010301^23
Race: Fungus Man
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456010302^22
Tier II
ID: 456010302^23
Race: Fungus Man
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456010303^22
Tier III
ID: 456010303^23
Race: Fungus Man
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456010304^22
Tier IV
ID: 456010304^23
Race: Fungus Man
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456010305^22
Tier V
ID: 456010305^23
Race: Fungus Man
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456020101^22
Tier I
ID: 456020101^23
Race: Fungus Man
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456020102^22
Tier II
ID: 456020102^23
Race: Fungus Man
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456020103^22
Tier III
ID: 456020103^23
Race: Fungus Man
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456020104^22
Tier IV
ID: 456020104^23
Race: Fungus Man
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456020105^22
Tier V
ID: 456020105^23
Race: Fungus Man
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456020201^22
Tier I
ID: 456020201^23
Race: Fungus Man
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456020202^22
Tier II
ID: 456020202^23
Race: Fungus Man
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456020203^22
Tier III
ID: 456020203^23
Race: Fungus Man
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456020204^22
Tier IV
ID: 456020204^23
Race: Fungus Man
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456020205^22
Tier V
ID: 456020205^23
Race: Fungus Man
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456020301^22
Tier I
ID: 456020301^23
Race: Fungus Man
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456020302^22
Tier II
ID: 456020302^23
Race: Fungus Man
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456020303^22
Tier III
ID: 456020303^23
Race: Fungus Man
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456020304^22
Tier IV
ID: 456020304^23
Race: Fungus Man
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456020305^22
Tier V
ID: 456020305^23
Race: Fungus Man
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456120101^22
Tier I
ID: 456120101^23
Race: Fungus
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456120102^22
Tier II
ID: 456120102^23
Race: Fungus
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456120103^22
Tier III
ID: 456120103^23
Race: Fungus
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456120104^22
Tier IV
ID: 456120104^23
Race: Fungus
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456120105^22
Tier V
ID: 456120105^23
Race: Fungus
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456120201^22
Tier I
ID: 456120201^23
Race: Fungus
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456120202^22
Tier II
ID: 456120202^23
Race: Fungus
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456120203^22
Tier III
ID: 456120203^23
Race: Fungus
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456120204^22
Tier IV
ID: 456120204^23
Race: Fungus
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456120205^22
Tier V
ID: 456120205^23
Race: Fungus
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456120301^22
Tier I
ID: 456120301^23
Race: Fungus
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456120302^22
Tier II
ID: 456120302^23
Race: Fungus
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456120303^22
Tier III
ID: 456120303^23
Race: Fungus
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456120304^22
Tier IV
ID: 456120304^23
Race: Fungus
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 456120305^22
Tier V
ID: 456120305^23
Race: Fungus
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457000100^21
Apprentice Mercenaries (Clockwork)
ID: 457000200^21
Journeyman Mercenaries (Clockwork)
ID: 457000300^21
Master Mercenaries (Clockwork)
ID: 457010101^22
Tier I
ID: 457010101^23
Race: Clockwork
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457010102^22
Tier II
ID: 457010102^23
Race: Clockwork
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457010103^22
Tier III
ID: 457010103^23
Race: Clockwork
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457010104^22
Tier IV
ID: 457010104^23
Race: Clockwork
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457010105^22
Tier V
ID: 457010105^23
Race: Clockwork
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457010201^22
Tier I
ID: 457010201^23
Race: Clockwork
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457010202^22
Tier II
ID: 457010202^23
Race: Clockwork
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457010203^22
Tier III
ID: 457010203^23
Race: Clockwork
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457010204^22
Tier IV
ID: 457010204^23
Race: Clockwork
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457010205^22
Tier V
ID: 457010205^23
Race: Clockwork
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457010301^22
Tier I
ID: 457010301^23
Race: Clockwork
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457010302^22
Tier II
ID: 457010302^23
Race: Clockwork
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457010303^22
Tier III
ID: 457010303^23
Race: Clockwork
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457010304^22
Tier IV
ID: 457010304^23
Race: Clockwork
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457010305^22
Tier V
ID: 457010305^23
Race: Clockwork
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457020101^22
Tier I
ID: 457020101^23
Race: Clockwork
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457020102^22
Tier II
ID: 457020102^23
Race: Clockwork
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457020103^22
Tier III
ID: 457020103^23
Race: Clockwork
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457020104^22
Tier IV
ID: 457020104^23
Race: Clockwork
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457020105^22
Tier V
ID: 457020105^23
Race: Clockwork
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457020201^22
Tier I
ID: 457020201^23
Race: Clockwork
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457020202^22
Tier II
ID: 457020202^23
Race: Clockwork
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457020203^22
Tier III
ID: 457020203^23
Race: Clockwork
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457020204^22
Tier IV
ID: 457020204^23
Race: Clockwork
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457020205^22
Tier V
ID: 457020205^23
Race: Clockwork
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457020301^22
Tier I
ID: 457020301^23
Race: Clockwork
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457020302^22
Tier II
ID: 457020302^23
Race: Clockwork
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457020303^22
Tier III
ID: 457020303^23
Race: Clockwork
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457020304^22
Tier IV
ID: 457020304^23
Race: Clockwork
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457020305^22
Tier V
ID: 457020305^23
Race: Clockwork
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457040101^22
Tier I
ID: 457040101^23
Race: Clockwork
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457040102^22
Tier II
ID: 457040102^23
Race: Clockwork
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457040103^22
Tier III
ID: 457040103^23
Race: Clockwork
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457040104^22
Tier IV
ID: 457040104^23
Race: Clockwork
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457040105^22
Tier V
ID: 457040105^23
Race: Clockwork
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457040201^22
Tier I
ID: 457040201^23
Race: Clockwork
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457040202^22
Tier II
ID: 457040202^23
Race: Clockwork
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457040203^22
Tier III
ID: 457040203^23
Race: Clockwork
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457040204^22
Tier IV
ID: 457040204^23
Race: Clockwork
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457040205^22
Tier V
ID: 457040205^23
Race: Clockwork
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457040301^22
Tier I
ID: 457040301^23
Race: Clockwork
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457040302^22
Tier II
ID: 457040302^23
Race: Clockwork
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457040303^22
Tier III
ID: 457040303^23
Race: Clockwork
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457040304^22
Tier IV
ID: 457040304^23
Race: Clockwork
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457040305^22
Tier V
ID: 457040305^23
Race: Clockwork
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457120101^22
Tier I
ID: 457120101^23
Race: Clockwork
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457120102^22
Tier II
ID: 457120102^23
Race: Clockwork
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457120103^22
Tier III
ID: 457120103^23
Race: Clockwork
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457120104^22
Tier IV
ID: 457120104^23
Race: Clockwork
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457120105^22
Tier V
ID: 457120105^23
Race: Clockwork
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457120201^22
Tier I
ID: 457120201^23
Race: Clockwork
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457120202^22
Tier II
ID: 457120202^23
Race: Clockwork
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457120203^22
Tier III
ID: 457120203^23
Race: Clockwork
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457120204^22
Tier IV
ID: 457120204^23
Race: Clockwork
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457120205^22
Tier V
ID: 457120205^23
Race: Clockwork
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457120301^22
Tier I
ID: 457120301^23
Race: Clockwork
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457120302^22
Tier II
ID: 457120302^23
Race: Clockwork
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457120303^22
Tier III
ID: 457120303^23
Race: Clockwork
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457120304^22
Tier IV
ID: 457120304^23
Race: Clockwork
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 457120305^22
Tier V
ID: 457120305^23
Race: Clockwork
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458000100^21
Apprentice Mercenaries (Orc)
ID: 458000200^21
Journeyman Mercenaries (Orc)
ID: 458000300^21
Master Mercenaries (Orc)
ID: 458010101^22
Tier I
ID: 458010101^23
Race: Orc
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458010102^22
Tier II
ID: 458010102^23
Race: Orc
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458010103^22
Tier III
ID: 458010103^23
Race: Orc
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458010104^22
Tier IV
ID: 458010104^23
Race: Orc
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458010105^22
Tier V
ID: 458010105^23
Race: Orc
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458010201^22
Tier I
ID: 458010201^23
Race: Orc
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458010202^22
Tier II
ID: 458010202^23
Race: Orc
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458010203^22
Tier III
ID: 458010203^23
Race: Orc
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458010204^22
Tier IV
ID: 458010204^23
Race: Orc
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458010205^22
Tier V
ID: 458010205^23
Race: Orc
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458010301^22
Tier I
ID: 458010301^23
Race: Orc
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458010302^22
Tier II
ID: 458010302^23
Race: Orc
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458010303^22
Tier III
ID: 458010303^23
Race: Orc
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458010304^22
Tier IV
ID: 458010304^23
Race: Orc
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458010305^22
Tier V
ID: 458010305^23
Race: Orc
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458020101^22
Tier I
ID: 458020101^23
Race: Orc
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458020102^22
Tier II
ID: 458020102^23
Race: Orc
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458020103^22
Tier III
ID: 458020103^23
Race: Orc
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458020104^22
Tier IV
ID: 458020104^23
Race: Orc
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458020105^22
Tier V
ID: 458020105^23
Race: Orc
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458020201^22
Tier I
ID: 458020201^23
Race: Orc
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458020202^22
Tier II
ID: 458020202^23
Race: Orc
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458020203^22
Tier III
ID: 458020203^23
Race: Orc
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458020204^22
Tier IV
ID: 458020204^23
Race: Orc
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458020205^22
Tier V
ID: 458020205^23
Race: Orc
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458020301^22
Tier I
ID: 458020301^23
Race: Orc
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458020302^22
Tier II
ID: 458020302^23
Race: Orc
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458020303^22
Tier III
ID: 458020303^23
Race: Orc
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458020304^22
Tier IV
ID: 458020304^23
Race: Orc
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458020305^22
Tier V
ID: 458020305^23
Race: Orc
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458040101^22
Tier I
ID: 458040101^23
Race: Orc
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458040102^22
Tier II
ID: 458040102^23
Race: Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458040103^22
Tier III
ID: 458040103^23
Race: Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458040104^22
Tier IV
ID: 458040104^23
Race: Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458040105^22
Tier V
ID: 458040105^23
Race: Orc
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458040201^22
Tier I
ID: 458040201^23
Race: Orc
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458040202^22
Tier II
ID: 458040202^23
Race: Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458040203^22
Tier III
ID: 458040203^23
Race: Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458040204^22
Tier IV
ID: 458040204^23
Race: Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458040205^22
Tier V
ID: 458040205^23
Race: Orc
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458040301^22
Tier I
ID: 458040301^23
Race: Orc
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458040302^22
Tier II
ID: 458040302^23
Race: Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458040303^22
Tier III
ID: 458040303^23
Race: Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458040304^22
Tier IV
ID: 458040304^23
Race: Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458040305^22
Tier V
ID: 458040305^23
Race: Orc
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458120101^22
Tier I
ID: 458120101^23
Race: Orc
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458120102^22
Tier II
ID: 458120102^23
Race: Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458120103^22
Tier III
ID: 458120103^23
Race: Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458120104^22
Tier IV
ID: 458120104^23
Race: Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458120105^22
Tier V
ID: 458120105^23
Race: Orc
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458120201^22
Tier I
ID: 458120201^23
Race: Orc
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458120202^22
Tier II
ID: 458120202^23
Race: Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458120203^22
Tier III
ID: 458120203^23
Race: Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458120204^22
Tier IV
ID: 458120204^23
Race: Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458120205^22
Tier V
ID: 458120205^23
Race: Orc
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458120301^22
Tier I
ID: 458120301^23
Race: Orc
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458120302^22
Tier II
ID: 458120302^23
Race: Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458120303^22
Tier III
ID: 458120303^23
Race: Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458120304^22
Tier IV
ID: 458120304^23
Race: Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 458120305^22
Tier V
ID: 458120305^23
Race: Orc
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461000100^21
Apprentice Mercenaries (Drachnid)
ID: 461000200^21
Journeyman Mercenaries (Drachnid)
ID: 461000300^21
Master Mercenaries (Drachnid)
ID: 461010101^22
Tier I
ID: 461010101^23
Race: Drachnid
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461010102^22
Tier II
ID: 461010102^23
Race: Drachnid
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461010103^22
Tier III
ID: 461010103^23
Race: Drachnid
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461010104^22
Tier IV
ID: 461010104^23
Race: Drachnid
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461010105^22
Tier V
ID: 461010105^23
Race: Drachnid
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461010201^22
Tier I
ID: 461010201^23
Race: Drachnid
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461010202^22
Tier II
ID: 461010202^23
Race: Drachnid
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461010203^22
Tier III
ID: 461010203^23
Race: Drachnid
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461010204^22
Tier IV
ID: 461010204^23
Race: Drachnid
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461010205^22
Tier V
ID: 461010205^23
Race: Drachnid
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461010301^22
Tier I
ID: 461010301^23
Race: Drachnid
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461010302^22
Tier II
ID: 461010302^23
Race: Drachnid
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461010303^22
Tier III
ID: 461010303^23
Race: Drachnid
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461010304^22
Tier IV
ID: 461010304^23
Race: Drachnid
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461010305^22
Tier V
ID: 461010305^23
Race: Drachnid
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461020101^22
Tier I
ID: 461020101^23
Race: Drachnid
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461020102^22
Tier II
ID: 461020102^23
Race: Drachnid
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461020103^22
Tier III
ID: 461020103^23
Race: Drachnid
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461020104^22
Tier IV
ID: 461020104^23
Race: Drachnid
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461020105^22
Tier V
ID: 461020105^23
Race: Drachnid
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461020201^22
Tier I
ID: 461020201^23
Race: Drachnid
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461020202^22
Tier II
ID: 461020202^23
Race: Drachnid
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461020203^22
Tier III
ID: 461020203^23
Race: Drachnid
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461020204^22
Tier IV
ID: 461020204^23
Race: Drachnid
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461020205^22
Tier V
ID: 461020205^23
Race: Drachnid
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461020301^22
Tier I
ID: 461020301^23
Race: Drachnid
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461020302^22
Tier II
ID: 461020302^23
Race: Drachnid
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461020303^22
Tier III
ID: 461020303^23
Race: Drachnid
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461020304^22
Tier IV
ID: 461020304^23
Race: Drachnid
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461020305^22
Tier V
ID: 461020305^23
Race: Drachnid
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461040101^22
Tier I
ID: 461040101^23
Race: Drachnid
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461040102^22
Tier II
ID: 461040102^23
Race: Drachnid
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461040103^22
Tier III
ID: 461040103^23
Race: Drachnid
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461040104^22
Tier IV
ID: 461040104^23
Race: Drachnid
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461040105^22
Tier V
ID: 461040105^23
Race: Drachnid
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461040201^22
Tier I
ID: 461040201^23
Race: Drachnid
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461040202^22
Tier II
ID: 461040202^23
Race: Drachnid
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461040203^22
Tier III
ID: 461040203^23
Race: Drachnid
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461040204^22
Tier IV
ID: 461040204^23
Race: Drachnid
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461040205^22
Tier V
ID: 461040205^23
Race: Drachnid
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461040301^22
Tier I
ID: 461040301^23
Race: Drachnid
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461040302^22
Tier II
ID: 461040302^23
Race: Drachnid
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461040303^22
Tier III
ID: 461040303^23
Race: Drachnid
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461040304^22
Tier IV
ID: 461040304^23
Race: Drachnid
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461040305^22
Tier V
ID: 461040305^23
Race: Drachnid
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461120101^22
Tier I
ID: 461120101^23
Race: Drachnid
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461120102^22
Tier II
ID: 461120102^23
Race: Drachnid
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461120103^22
Tier III
ID: 461120103^23
Race: Drachnid
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461120104^22
Tier IV
ID: 461120104^23
Race: Drachnid
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461120105^22
Tier V
ID: 461120105^23
Race: Drachnid
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461120201^22
Tier I
ID: 461120201^23
Race: Drachnid
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461120202^22
Tier II
ID: 461120202^23
Race: Drachnid
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461120203^22
Tier III
ID: 461120203^23
Race: Drachnid
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461120204^22
Tier IV
ID: 461120204^23
Race: Drachnid
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461120205^22
Tier V
ID: 461120205^23
Race: Drachnid
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461120301^22
Tier I
ID: 461120301^23
Race: Drachnid
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461120302^22
Tier II
ID: 461120302^23
Race: Drachnid
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461120303^22
Tier III
ID: 461120303^23
Race: Drachnid
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461120304^22
Tier IV
ID: 461120304^23
Race: Drachnid
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 461120305^22
Tier V
ID: 461120305^23
Race: Drachnid
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464000100^21
Apprentice Mercenaries (Gargoyle)
ID: 464000200^21
Journeyman Mercenaries (Gargoyle)
ID: 464000300^21
Master Mercenaries (Gargoyle)
ID: 464010101^22
Tier I
ID: 464010101^23
Race: Gargoyle
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464010102^22
Tier II
ID: 464010102^23
Race: Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464010103^22
Tier III
ID: 464010103^23
Race: Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464010104^22
Tier IV
ID: 464010104^23
Race: Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464010105^22
Tier V
ID: 464010105^23
Race: Gargoyle
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464010201^22
Tier I
ID: 464010201^23
Race: Gargoyle
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464010202^22
Tier II
ID: 464010202^23
Race: Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464010203^22
Tier III
ID: 464010203^23
Race: Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464010204^22
Tier IV
ID: 464010204^23
Race: Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464010205^22
Tier V
ID: 464010205^23
Race: Gargoyle
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464010301^22
Tier I
ID: 464010301^23
Race: Gargoyle
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464010302^22
Tier II
ID: 464010302^23
Race: Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464010303^22
Tier III
ID: 464010303^23
Race: Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464010304^22
Tier IV
ID: 464010304^23
Race: Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464010305^22
Tier V
ID: 464010305^23
Race: Gargoyle
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464020101^22
Tier I
ID: 464020101^23
Race: Gargoyle
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464020102^22
Tier II
ID: 464020102^23
Race: Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464020103^22
Tier III
ID: 464020103^23
Race: Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464020104^22
Tier IV
ID: 464020104^23
Race: Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464020105^22
Tier V
ID: 464020105^23
Race: Gargoyle
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464020201^22
Tier I
ID: 464020201^23
Race: Gargoyle
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464020202^22
Tier II
ID: 464020202^23
Race: Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464020203^22
Tier III
ID: 464020203^23
Race: Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464020204^22
Tier IV
ID: 464020204^23
Race: Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464020205^22
Tier V
ID: 464020205^23
Race: Gargoyle
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464020301^22
Tier I
ID: 464020301^23
Race: Gargoyle
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464020302^22
Tier II
ID: 464020302^23
Race: Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464020303^22
Tier III
ID: 464020303^23
Race: Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464020304^22
Tier IV
ID: 464020304^23
Race: Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464020305^22
Tier V
ID: 464020305^23
Race: Gargoyle
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464090101^22
Tier I
ID: 464090101^23
Race: Gargoyle
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464090102^22
Tier II
ID: 464090102^23
Race: Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464090103^22
Tier III
ID: 464090103^23
Race: Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464090104^22
Tier IV
ID: 464090104^23
Race: Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464090105^22
Tier V
ID: 464090105^23
Race: Gargoyle
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464090201^22
Tier I
ID: 464090201^23
Race: Gargoyle
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464090202^22
Tier II
ID: 464090202^23
Race: Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464090203^22
Tier III
ID: 464090203^23
Race: Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464090204^22
Tier IV
ID: 464090204^23
Race: Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464090205^22
Tier V
ID: 464090205^23
Race: Gargoyle
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464090301^22
Tier I
ID: 464090301^23
Race: Gargoyle
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464090302^22
Tier II
ID: 464090302^23
Race: Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464090303^22
Tier III
ID: 464090303^23
Race: Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464090304^22
Tier IV
ID: 464090304^23
Race: Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464090305^22
Tier V
ID: 464090305^23
Race: Gargoyle
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464120101^22
Tier I
ID: 464120101^23
Race: Gargoyle
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464120102^22
Tier II
ID: 464120102^23
Race: Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464120103^22
Tier III
ID: 464120103^23
Race: Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464120104^22
Tier IV
ID: 464120104^23
Race: Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464120105^22
Tier V
ID: 464120105^23
Race: Gargoyle
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464120201^22
Tier I
ID: 464120201^23
Race: Gargoyle
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464120202^22
Tier II
ID: 464120202^23
Race: Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464120203^22
Tier III
ID: 464120203^23
Race: Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464120204^22
Tier IV
ID: 464120204^23
Race: Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464120205^22
Tier V
ID: 464120205^23
Race: Gargoyle
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464120301^22
Tier I
ID: 464120301^23
Race: Gargoyle
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464120302^22
Tier II
ID: 464120302^23
Race: Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464120303^22
Tier III
ID: 464120303^23
Race: Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464120304^22
Tier IV
ID: 464120304^23
Race: Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464120305^22
Tier V
ID: 464120305^23
Race: Gargoyle
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464400010^21
Apprentice Mercenaries (Fearstone Gargoyle)
ID: 464400020^21
Journeyman Mercenaries (Fearstone Gargoyle)
ID: 464400030^21
Master Mercenaries (Fearstone Gargoyle)
ID: 464401011^22
Tier I
ID: 464401011^23
Race: Fearstone Gargoyle
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464401012^22
Tier II
ID: 464401012^23
Race: Fearstone Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464401013^22
Tier III
ID: 464401013^23
Race: Fearstone Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464401014^22
Tier IV
ID: 464401014^23
Race: Fearstone Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464401015^22
Tier V
ID: 464401015^23
Race: Fearstone Gargoyle
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464401021^22
Tier I
ID: 464401021^23
Race: Fearstone Gargoyle
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464401022^22
Tier II
ID: 464401022^23
Race: Fearstone Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464401023^22
Tier III
ID: 464401023^23
Race: Fearstone Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464401024^22
Tier IV
ID: 464401024^23
Race: Fearstone Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464401025^22
Tier V
ID: 464401025^23
Race: Fearstone Gargoyle
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464401031^22
Tier I
ID: 464401031^23
Race: Fearstone Gargoyle
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464401032^22
Tier II
ID: 464401032^23
Race: Fearstone Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464401033^22
Tier III
ID: 464401033^23
Race: Fearstone Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464401034^22
Tier IV
ID: 464401034^23
Race: Fearstone Gargoyle
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464401035^22
Tier V
ID: 464401035^23
Race: Fearstone Gargoyle
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464402011^22
Tier I
ID: 464402011^23
Race: Fearstone Gargoyle
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464402012^22
Tier II
ID: 464402012^23
Race: Fearstone Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464402013^22
Tier III
ID: 464402013^23
Race: Fearstone Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464402014^22
Tier IV
ID: 464402014^23
Race: Fearstone Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464402015^22
Tier V
ID: 464402015^23
Race: Fearstone Gargoyle
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464402021^22
Tier I
ID: 464402021^23
Race: Fearstone Gargoyle
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464402022^22
Tier II
ID: 464402022^23
Race: Fearstone Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464402023^22
Tier III
ID: 464402023^23
Race: Fearstone Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464402024^22
Tier IV
ID: 464402024^23
Race: Fearstone Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464402025^22
Tier V
ID: 464402025^23
Race: Fearstone Gargoyle
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464402031^22
Tier I
ID: 464402031^23
Race: Fearstone Gargoyle
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464402032^22
Tier II
ID: 464402032^23
Race: Fearstone Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464402033^22
Tier III
ID: 464402033^23
Race: Fearstone Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464402034^22
Tier IV
ID: 464402034^23
Race: Fearstone Gargoyle
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464402035^22
Tier V
ID: 464402035^23
Race: Fearstone Gargoyle
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464409011^22
Tier I
ID: 464409011^23
Race: Fearstone Gargoyle
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464409012^22
Tier II
ID: 464409012^23
Race: Fearstone Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464409013^22
Tier III
ID: 464409013^23
Race: Fearstone Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464409014^22
Tier IV
ID: 464409014^23
Race: Fearstone Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464409015^22
Tier V
ID: 464409015^23
Race: Fearstone Gargoyle
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464409021^22
Tier I
ID: 464409021^23
Race: Fearstone Gargoyle
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464409022^22
Tier II
ID: 464409022^23
Race: Fearstone Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464409023^22
Tier III
ID: 464409023^23
Race: Fearstone Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464409024^22
Tier IV
ID: 464409024^23
Race: Fearstone Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464409025^22
Tier V
ID: 464409025^23
Race: Fearstone Gargoyle
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464409031^22
Tier I
ID: 464409031^23
Race: Fearstone Gargoyle
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464409032^22
Tier II
ID: 464409032^23
Race: Fearstone Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464409033^22
Tier III
ID: 464409033^23
Race: Fearstone Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464409034^22
Tier IV
ID: 464409034^23
Race: Fearstone Gargoyle
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464409035^22
Tier V
ID: 464409035^23
Race: Fearstone Gargoyle
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464412011^22
Tier I
ID: 464412011^23
Race: Fearstone Gargoyle
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464412012^22
Tier II
ID: 464412012^23
Race: Fearstone Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464412013^22
Tier III
ID: 464412013^23
Race: Fearstone Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464412014^22
Tier IV
ID: 464412014^23
Race: Fearstone Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464412015^22
Tier V
ID: 464412015^23
Race: Fearstone Gargoyle
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464412021^22
Tier I
ID: 464412021^23
Race: Fearstone Gargoyle
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464412022^22
Tier II
ID: 464412022^23
Race: Fearstone Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464412023^22
Tier III
ID: 464412023^23
Race: Fearstone Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464412024^22
Tier IV
ID: 464412024^23
Race: Fearstone Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464412025^22
Tier V
ID: 464412025^23
Race: Fearstone Gargoyle
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464412031^22
Tier I
ID: 464412031^23
Race: Fearstone Gargoyle
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464412032^22
Tier II
ID: 464412032^23
Race: Fearstone Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464412033^22
Tier III
ID: 464412033^23
Race: Fearstone Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464412034^22
Tier IV
ID: 464412034^23
Race: Fearstone Gargoyle
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 464412035^22
Tier V
ID: 464412035^23
Race: Fearstone Gargoyle
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471000100^21
Apprentice Mercenaries (Zombie)
ID: 471000200^21
Journeyman Mercenaries (Zombie)
ID: 471000300^21
Master Mercenaries (Zombie)
ID: 471010101^22
Tier I
ID: 471010101^23
Race: Zombie
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471010102^22
Tier II
ID: 471010102^23
Race: Zombie
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471010103^22
Tier III
ID: 471010103^23
Race: Zombie
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471010104^22
Tier IV
ID: 471010104^23
Race: Zombie
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471010105^22
Tier V
ID: 471010105^23
Race: Zombie
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471010201^22
Tier I
ID: 471010201^23
Race: Zombie
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471010202^22
Tier II
ID: 471010202^23
Race: Zombie
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471010203^22
Tier III
ID: 471010203^23
Race: Zombie
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471010204^22
Tier IV
ID: 471010204^23
Race: Zombie
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471010205^22
Tier V
ID: 471010205^23
Race: Zombie
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471010301^22
Tier I
ID: 471010301^23
Race: Zombie
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471010302^22
Tier II
ID: 471010302^23
Race: Zombie
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471010303^22
Tier III
ID: 471010303^23
Race: Zombie
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471010304^22
Tier IV
ID: 471010304^23
Race: Zombie
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471010305^22
Tier V
ID: 471010305^23
Race: Zombie
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471020101^22
Tier I
ID: 471020101^23
Race: Zombie
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471020102^22
Tier II
ID: 471020102^23
Race: Zombie
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471020103^22
Tier III
ID: 471020103^23
Race: Zombie
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471020104^22
Tier IV
ID: 471020104^23
Race: Zombie
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471020105^22
Tier V
ID: 471020105^23
Race: Zombie
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471020201^22
Tier I
ID: 471020201^23
Race: Zombie
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471020202^22
Tier II
ID: 471020202^23
Race: Zombie
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471020203^22
Tier III
ID: 471020203^23
Race: Zombie
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471020204^22
Tier IV
ID: 471020204^23
Race: Zombie
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471020205^22
Tier V
ID: 471020205^23
Race: Zombie
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471020301^22
Tier I
ID: 471020301^23
Race: Zombie
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471020302^22
Tier II
ID: 471020302^23
Race: Zombie
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471020303^22
Tier III
ID: 471020303^23
Race: Zombie
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471020304^22
Tier IV
ID: 471020304^23
Race: Zombie
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471020305^22
Tier V
ID: 471020305^23
Race: Zombie
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471090101^22
Tier I
ID: 471090101^23
Race: Zombie
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471090102^22
Tier II
ID: 471090102^23
Race: Zombie
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471090103^22
Tier III
ID: 471090103^23
Race: Zombie
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471090104^22
Tier IV
ID: 471090104^23
Race: Zombie
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471090105^22
Tier V
ID: 471090105^23
Race: Zombie
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471090201^22
Tier I
ID: 471090201^23
Race: Zombie
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471090202^22
Tier II
ID: 471090202^23
Race: Zombie
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471090203^22
Tier III
ID: 471090203^23
Race: Zombie
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471090204^22
Tier IV
ID: 471090204^23
Race: Zombie
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471090205^22
Tier V
ID: 471090205^23
Race: Zombie
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471090301^22
Tier I
ID: 471090301^23
Race: Zombie
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471090302^22
Tier II
ID: 471090302^23
Race: Zombie
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471090303^22
Tier III
ID: 471090303^23
Race: Zombie
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471090304^22
Tier IV
ID: 471090304^23
Race: Zombie
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471090305^22
Tier V
ID: 471090305^23
Race: Zombie
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471120101^22
Tier I
ID: 471120101^23
Race: Zombie
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471120102^22
Tier II
ID: 471120102^23
Race: Zombie
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471120103^22
Tier III
ID: 471120103^23
Race: Zombie
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471120104^22
Tier IV
ID: 471120104^23
Race: Zombie
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471120105^22
Tier V
ID: 471120105^23
Race: Zombie
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471120201^22
Tier I
ID: 471120201^23
Race: Zombie
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471120202^22
Tier II
ID: 471120202^23
Race: Zombie
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471120203^22
Tier III
ID: 471120203^23
Race: Zombie
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471120204^22
Tier IV
ID: 471120204^23
Race: Zombie
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471120205^22
Tier V
ID: 471120205^23
Race: Zombie
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471120301^22
Tier I
ID: 471120301^23
Race: Zombie
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471120302^22
Tier II
ID: 471120302^23
Race: Zombie
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471120303^22
Tier III
ID: 471120303^23
Race: Zombie
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471120304^22
Tier IV
ID: 471120304^23
Race: Zombie
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 471120305^22
Tier V
ID: 471120305^23
Race: Zombie
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487000100^21
Apprentice Mercenaries (Banshee)
ID: 487000200^21
Journeyman Mercenaries (Banshee)
ID: 487000300^21
Master Mercenaries (Banshee)
ID: 487010101^22
Tier I
ID: 487010101^23
Race: Banshee
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487010102^22
Tier II
ID: 487010102^23
Race: Banshee
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487010103^22
Tier III
ID: 487010103^23
Race: Banshee
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487010104^22
Tier IV
ID: 487010104^23
Race: Banshee
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487010105^22
Tier V
ID: 487010105^23
Race: Banshee
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487010201^22
Tier I
ID: 487010201^23
Race: Banshee
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487010202^22
Tier II
ID: 487010202^23
Race: Banshee
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487010203^22
Tier III
ID: 487010203^23
Race: Banshee
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487010204^22
Tier IV
ID: 487010204^23
Race: Banshee
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487010205^22
Tier V
ID: 487010205^23
Race: Banshee
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487010301^22
Tier I
ID: 487010301^23
Race: Banshee
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487010302^22
Tier II
ID: 487010302^23
Race: Banshee
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487010303^22
Tier III
ID: 487010303^23
Race: Banshee
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487010304^22
Tier IV
ID: 487010304^23
Race: Banshee
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487010305^22
Tier V
ID: 487010305^23
Race: Banshee
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487090101^22
Tier I
ID: 487090101^23
Race: Banshee
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487090102^22
Tier II
ID: 487090102^23
Race: Banshee
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487090103^22
Tier III
ID: 487090103^23
Race: Banshee
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487090104^22
Tier IV
ID: 487090104^23
Race: Banshee
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487090105^22
Tier V
ID: 487090105^23
Race: Banshee
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487090201^22
Tier I
ID: 487090201^23
Race: Banshee
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487090202^22
Tier II
ID: 487090202^23
Race: Banshee
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487090203^22
Tier III
ID: 487090203^23
Race: Banshee
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487090204^22
Tier IV
ID: 487090204^23
Race: Banshee
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487090205^22
Tier V
ID: 487090205^23
Race: Banshee
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487090301^22
Tier I
ID: 487090301^23
Race: Banshee
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487090302^22
Tier II
ID: 487090302^23
Race: Banshee
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487090303^22
Tier III
ID: 487090303^23
Race: Banshee
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487090304^22
Tier IV
ID: 487090304^23
Race: Banshee
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487090305^22
Tier V
ID: 487090305^23
Race: Banshee
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487120101^22
Tier I
ID: 487120101^23
Race: Banshee
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487120102^22
Tier II
ID: 487120102^23
Race: Banshee
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487120103^22
Tier III
ID: 487120103^23
Race: Banshee
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487120104^22
Tier IV
ID: 487120104^23
Race: Banshee
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487120105^22
Tier V
ID: 487120105^23
Race: Banshee
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487120201^22
Tier I
ID: 487120201^23
Race: Banshee
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487120202^22
Tier II
ID: 487120202^23
Race: Banshee
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487120203^22
Tier III
ID: 487120203^23
Race: Banshee
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487120204^22
Tier IV
ID: 487120204^23
Race: Banshee
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487120205^22
Tier V
ID: 487120205^23
Race: Banshee
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487120301^22
Tier I
ID: 487120301^23
Race: Banshee
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487120302^22
Tier II
ID: 487120302^23
Race: Banshee
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487120303^22
Tier III
ID: 487120303^23
Race: Banshee
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487120304^22
Tier IV
ID: 487120304^23
Race: Banshee
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 487120305^22
Tier V
ID: 487120305^23
Race: Banshee
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 488000100^21
Apprentice Mercenaries (Banshee)
ID: 488000200^21
Journeyman Mercenaries (Banshee)
ID: 488000300^21
Master Mercenaries (Banshee)
ID: 488020101^22
Tier I
ID: 488020101^23
Race: Banshee
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 488020102^22
Tier II
ID: 488020102^23
Race: Banshee
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 488020103^22
Tier III
ID: 488020103^23
Race: Banshee
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 488020104^22
Tier IV
ID: 488020104^23
Race: Banshee
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 488020105^22
Tier V
ID: 488020105^23
Race: Banshee
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 488020201^22
Tier I
ID: 488020201^23
Race: Banshee
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 488020202^22
Tier II
ID: 488020202^23
Race: Banshee
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 488020203^22
Tier III
ID: 488020203^23
Race: Banshee
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 488020204^22
Tier IV
ID: 488020204^23
Race: Banshee
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 488020205^22
Tier V
ID: 488020205^23
Race: Banshee
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 488020301^22
Tier I
ID: 488020301^23
Race: Banshee
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 488020302^22
Tier II
ID: 488020302^23
Race: Banshee
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 488020303^22
Tier III
ID: 488020303^23
Race: Banshee
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 488020304^22
Tier IV
ID: 488020304^23
Race: Banshee
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 488020305^22
Tier V
ID: 488020305^23
Race: Banshee
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495000100^21
Apprentice Mercenaries (Scrykin)
ID: 495000200^21
Journeyman Mercenaries (Scrykin)
ID: 495000300^21
Master Mercenaries (Scrykin)
ID: 495010101^22
Tier I
ID: 495010101^23
Race: Scrykin
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495010102^22
Tier II
ID: 495010102^23
Race: Scrykin
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495010103^22
Tier III
ID: 495010103^23
Race: Scrykin
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495010104^22
Tier IV
ID: 495010104^23
Race: Scrykin
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495010105^22
Tier V
ID: 495010105^23
Race: Scrykin
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495010201^22
Tier I
ID: 495010201^23
Race: Scrykin
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495010202^22
Tier II
ID: 495010202^23
Race: Scrykin
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495010203^22
Tier III
ID: 495010203^23
Race: Scrykin
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495010204^22
Tier IV
ID: 495010204^23
Race: Scrykin
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495010205^22
Tier V
ID: 495010205^23
Race: Scrykin
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495010301^22
Tier I
ID: 495010301^23
Race: Scrykin
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495010302^22
Tier II
ID: 495010302^23
Race: Scrykin
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495010303^22
Tier III
ID: 495010303^23
Race: Scrykin
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495010304^22
Tier IV
ID: 495010304^23
Race: Scrykin
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495010305^22
Tier V
ID: 495010305^23
Race: Scrykin
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495020101^22
Tier I
ID: 495020101^23
Race: Scrykin
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495020102^22
Tier II
ID: 495020102^23
Race: Scrykin
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495020103^22
Tier III
ID: 495020103^23
Race: Scrykin
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495020104^22
Tier IV
ID: 495020104^23
Race: Scrykin
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495020105^22
Tier V
ID: 495020105^23
Race: Scrykin
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495020201^22
Tier I
ID: 495020201^23
Race: Scrykin
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495020202^22
Tier II
ID: 495020202^23
Race: Scrykin
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495020203^22
Tier III
ID: 495020203^23
Race: Scrykin
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495020204^22
Tier IV
ID: 495020204^23
Race: Scrykin
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495020205^22
Tier V
ID: 495020205^23
Race: Scrykin
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495020301^22
Tier I
ID: 495020301^23
Race: Scrykin
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495020302^22
Tier II
ID: 495020302^23
Race: Scrykin
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495020303^22
Tier III
ID: 495020303^23
Race: Scrykin
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495020304^22
Tier IV
ID: 495020304^23
Race: Scrykin
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495020305^22
Tier V
ID: 495020305^23
Race: Scrykin
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495030101^22
Tier I
ID: 495030101^23
Race: Scrykin
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495030102^22
Tier II
ID: 495030102^23
Race: Scrykin
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495030103^22
Tier III
ID: 495030103^23
Race: Scrykin
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495030104^22
Tier IV
ID: 495030104^23
Race: Scrykin
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495030105^22
Tier V
ID: 495030105^23
Race: Scrykin
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495030201^22
Tier I
ID: 495030201^23
Race: Scrykin
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495030202^22
Tier II
ID: 495030202^23
Race: Scrykin
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495030203^22
Tier III
ID: 495030203^23
Race: Scrykin
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495030204^22
Tier IV
ID: 495030204^23
Race: Scrykin
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495030205^22
Tier V
ID: 495030205^23
Race: Scrykin
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495030301^22
Tier I
ID: 495030301^23
Race: Scrykin
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495030302^22
Tier II
ID: 495030302^23
Race: Scrykin
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495030303^22
Tier III
ID: 495030303^23
Race: Scrykin
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495030304^22
Tier IV
ID: 495030304^23
Race: Scrykin
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495030305^22
Tier V
ID: 495030305^23
Race: Scrykin
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495040101^22
Tier I
ID: 495040101^23
Race: Scrykin
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495040102^22
Tier II
ID: 495040102^23
Race: Scrykin
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495040103^22
Tier III
ID: 495040103^23
Race: Scrykin
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495040104^22
Tier IV
ID: 495040104^23
Race: Scrykin
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495040105^22
Tier V
ID: 495040105^23
Race: Scrykin
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495040201^22
Tier I
ID: 495040201^23
Race: Scrykin
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495040202^22
Tier II
ID: 495040202^23
Race: Scrykin
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495040203^22
Tier III
ID: 495040203^23
Race: Scrykin
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495040204^22
Tier IV
ID: 495040204^23
Race: Scrykin
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495040205^22
Tier V
ID: 495040205^23
Race: Scrykin
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495040301^22
Tier I
ID: 495040301^23
Race: Scrykin
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495040302^22
Tier II
ID: 495040302^23
Race: Scrykin
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495040303^22
Tier III
ID: 495040303^23
Race: Scrykin
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495040304^22
Tier IV
ID: 495040304^23
Race: Scrykin
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 495040305^22
Tier V
ID: 495040305^23
Race: Scrykin
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497000100^21
Apprentice Mercenaries (Vampire)
ID: 497000200^21
Journeyman Mercenaries (Vampire)
ID: 497000300^21
Master Mercenaries (Vampire)
ID: 497010101^22
Tier I
ID: 497010101^23
Race: Vampire
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497010102^22
Tier II
ID: 497010102^23
Race: Vampire
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497010103^22
Tier III
ID: 497010103^23
Race: Vampire
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497010104^22
Tier IV
ID: 497010104^23
Race: Vampire
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497010105^22
Tier V
ID: 497010105^23
Race: Vampire
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497010201^22
Tier I
ID: 497010201^23
Race: Vampire
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497010202^22
Tier II
ID: 497010202^23
Race: Vampire
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497010203^22
Tier III
ID: 497010203^23
Race: Vampire
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497010204^22
Tier IV
ID: 497010204^23
Race: Vampire
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497010205^22
Tier V
ID: 497010205^23
Race: Vampire
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497010301^22
Tier I
ID: 497010301^23
Race: Vampire
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497010302^22
Tier II
ID: 497010302^23
Race: Vampire
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497010303^22
Tier III
ID: 497010303^23
Race: Vampire
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497010304^22
Tier IV
ID: 497010304^23
Race: Vampire
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497010305^22
Tier V
ID: 497010305^23
Race: Vampire
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497020101^22
Tier I
ID: 497020101^23
Race: Vampire
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497020102^22
Tier II
ID: 497020102^23
Race: Vampire
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497020103^22
Tier III
ID: 497020103^23
Race: Vampire
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497020104^22
Tier IV
ID: 497020104^23
Race: Vampire
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497020105^22
Tier V
ID: 497020105^23
Race: Vampire
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497020201^22
Tier I
ID: 497020201^23
Race: Vampire
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497020202^22
Tier II
ID: 497020202^23
Race: Vampire
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497020203^22
Tier III
ID: 497020203^23
Race: Vampire
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497020204^22
Tier IV
ID: 497020204^23
Race: Vampire
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497020205^22
Tier V
ID: 497020205^23
Race: Vampire
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497020301^22
Tier I
ID: 497020301^23
Race: Vampire
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497020302^22
Tier II
ID: 497020302^23
Race: Vampire
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497020303^22
Tier III
ID: 497020303^23
Race: Vampire
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497020304^22
Tier IV
ID: 497020304^23
Race: Vampire
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497020305^22
Tier V
ID: 497020305^23
Race: Vampire
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497090101^22
Tier I
ID: 497090101^23
Race: Vampire
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497090102^22
Tier II
ID: 497090102^23
Race: Vampire
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497090103^22
Tier III
ID: 497090103^23
Race: Vampire
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497090104^22
Tier IV
ID: 497090104^23
Race: Vampire
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497090105^22
Tier V
ID: 497090105^23
Race: Vampire
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497090201^22
Tier I
ID: 497090201^23
Race: Vampire
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497090202^22
Tier II
ID: 497090202^23
Race: Vampire
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497090203^22
Tier III
ID: 497090203^23
Race: Vampire
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497090204^22
Tier IV
ID: 497090204^23
Race: Vampire
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497090205^22
Tier V
ID: 497090205^23
Race: Vampire
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497090301^22
Tier I
ID: 497090301^23
Race: Vampire
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497090302^22
Tier II
ID: 497090302^23
Race: Vampire
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497090303^22
Tier III
ID: 497090303^23
Race: Vampire
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497090304^22
Tier IV
ID: 497090304^23
Race: Vampire
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497090305^22
Tier V
ID: 497090305^23
Race: Vampire
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497120101^22
Tier I
ID: 497120101^23
Race: Vampire
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497120102^22
Tier II
ID: 497120102^23
Race: Vampire
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497120103^22
Tier III
ID: 497120103^23
Race: Vampire
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497120104^22
Tier IV
ID: 497120104^23
Race: Vampire
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497120105^22
Tier V
ID: 497120105^23
Race: Vampire
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497120201^22
Tier I
ID: 497120201^23
Race: Vampire
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497120202^22
Tier II
ID: 497120202^23
Race: Vampire
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497120203^22
Tier III
ID: 497120203^23
Race: Vampire
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497120204^22
Tier IV
ID: 497120204^23
Race: Vampire
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497120205^22
Tier V
ID: 497120205^23
Race: Vampire
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497120301^22
Tier I
ID: 497120301^23
Race: Vampire
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497120302^22
Tier II
ID: 497120302^23
Race: Vampire
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497120303^22
Tier III
ID: 497120303^23
Race: Vampire
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497120304^22
Tier IV
ID: 497120304^23
Race: Vampire
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 497120305^22
Tier V
ID: 497120305^23
Race: Vampire
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 500010100^34
has earned the EverQuest achievement "Graduate of Crescent Reach" (Bested the challenges of Crescent Reach)
ID: 500010100^35
has earned the EverQuest achievement "Graduate of Crescent Reach" (Has conquered the challenges of Crescent Reach.)
ID: 500020100^34
has earned the EverQuest achievement "Conqueror of Blightfire" (Bested the challenges of Blightfire Moors)
ID: 500020100^35
has earned the EverQuest achievement "Conqueror of Blightfire" (Has conquered the challenges of Blightfire Moors.)
ID: 500030100^34
has earned the EverQuest achievement "Slayer of Stone Hive" (Bested the challenges of Stone Hive)
ID: 500030100^35
has earned the EverQuest achievement "Slayer of Stone Hive" (Has conquered the challenges of Stone Hive.)
ID: 500040100^34
has earned the EverQuest achievement "Magnate of the Mesa" (Bested the challenges of Goru`Kar Mesa)
ID: 500040100^35
has earned the EverQuest achievement "Magnate of the Mesa" (Has conquered the challenges of Goru`Kar Mesa.)
ID: 500050100^34
has earned the EverQuest achievement "Raider of the Roost" (Bested the challenges of Blackfeather Roost)
ID: 500050100^35
has earned the EverQuest achievement "Raider of the Roost" (Has conquered the challenges of Blackfeather Roost.)
ID: 500060100^34
has earned the EverQuest achievement "Journeyman to The Steppes" (Bested the challenges of The Steppes)
ID: 500060100^35
has earned the EverQuest achievement "Journeyman to The Steppes" (Has conquered the challenges of The Steppes.)
ID: 500070100^34
has earned the EverQuest achievement "Emissary of Sunderock" (Bested the challenges of Sunderock Springs)
ID: 500070100^35
has earned the EverQuest achievement "Emissary of Sunderock" (Has conquered the challenges of Sunderock Springs.)
ID: 500080100^34
has earned the EverQuest achievement "Spelunker of Vergalid Mines" (Bested the challenges of Vergalid Mines)
ID: 500080100^35
has earned the EverQuest achievement "Spelunker of Vergalid Mines" (Has conquered the challenges of Vergalid Mines.)
ID: 500090100^34
has earned the EverQuest achievement "Captain o'er The Buried Sea" (Bested the challenges of The Buried Sea)
ID: 500090100^35
has earned the EverQuest achievement "Captain o'er The Buried Sea" (Has conquered the challenges of The Buried Sea.)
ID: 500100100^34
has earned the EverQuest achievement "Explorer of Dragonscale Hills" (Bested the challenges of Dragonscale)
ID: 500100100^35
has earned the EverQuest achievement "Explorer of Dragonscale Hills" (Has conquered the challenges of Dragonscale Hills.)
ID: 500110100^34
has earned the EverQuest achievement "Champion of the Loping Plains" (Bested the challenges of Loping Plains)
ID: 500110100^35
has earned the EverQuest achievement "Champion of the Loping Plains" (Has conquered the challenges of The Loping Plains.)
ID: 500110800^34
has earned the EverQuest achievement "Reconstructed Wereorc Head" (Helped The Fangbreakers in Loping Plains)
ID: 500110800^35
has earned the EverQuest achievement "Reconstructed Wereorc Head" (Helped The Fangbreakers in Loping Plains)
ID: 500120100^34
has earned the EverQuest achievement "Strikeforce Insurgent in Mechanotus" (Bested the challenges of Fort Mech)
ID: 500120100^35
has earned the EverQuest achievement "Strikeforce Insurgent in Mechanotus" (Has conquered the challenges of Fortress Mechanotus.)
ID: 500120700^34
has earned the EverQuest achievement "Model XLII Spatial Temporal Oculus" (Reconstructed a powerful augment)
ID: 500120700^35
has earned the EverQuest achievement "Model XLII Spatial Temporal Oculus" (Reconstructed a powerful augment)
ID: 500130100^34
has earned the EverQuest achievement "Herald of Old Antonica" (Bested the challenges of Old Antonica)
ID: 500130100^35
has earned the EverQuest achievement "Herald of Old Antonica" (Has conquered the challenges of Old Antonica.)
ID: 500140100^34
has earned the EverQuest achievement "Tactician of Bloody Kithicor" (Bested the challenges of Bloody Kithicor)
ID: 500140100^35
has earned the EverQuest achievement "Tactician of Bloody Kithicor" (Has conquered the challenges of Bloody Kithicor and the Old Commonlands.)
ID: 500150100^34
has earned the EverQuest achievement "Hero of the Field of Scale" (Bested the challenges of The Ring of Scale)
ID: 500150100^35
has earned the EverQuest achievement "Hero of the Field of Scale" (Has conquered the challenges of The Field of Scale, Kaesora and Kurn's Tower.)
ID: 500980100^34
has earned the EverQuest achievement "Serpent Seeker's Charm of Lore" (Assisted Librarian Hemfar)
ID: 500980100^35
has earned the EverQuest achievement "Serpent Seeker's Charm of Lore" (Assisted Librarian Hemfar)
ID: 500980200^34
has earned the EverQuest achievement "Wanderlust Guild Loadstone" (Has explored all of the Serpent's Spine)
ID: 500980200^35
has earned the EverQuest achievement "Wanderlust Guild Loadstone" (Has explored all of the Serpent's Spine)
ID: 500980400^34
has earned the EverQuest achievement "Wayfarers Brotherhood Emblem" (Uncovered every Lost Dungeon of Norrath)
ID: 500980400^35
has earned the EverQuest achievement "Wayfarers Brotherhood Emblem" (Uncovered every Lost Dungeon of Norrath)
ID: 500980500^34
has earned the EverQuest achievement "Breakdown in Communication" (Has learned everything about Taelosia)
ID: 500980500^35
has earned the EverQuest achievement "Breakdown in Communication" (Has learned everything about Taelosia)
ID: 500980530^34
has earned the EverQuest achievement "Tome of New Beginnings" (Learned the fate of the 14 legendary Wayfarers)
ID: 500980530^35
has earned the EverQuest achievement "Tome of New Beginnings" (Learned the fate of the 14 legendary Wayfarers)
ID: 500980550^34
has earned the EverQuest achievement "Assistant Researcher's Symbol" (Researched the Legion of Mata Muram)
ID: 500980550^35
has earned the EverQuest achievement "Assistant Researcher's Symbol" (Researched the Legion of Mata Muram)
ID: 500980600^34
has earned the EverQuest achievement "Defender of Norrath" (Bested the challenges of The Dragons of Norrath)
ID: 500980600^35
has earned the EverQuest achievement "Defender of Norrath" (Has conquered the challenges of The Dragons of Norrath.)
ID: 500990020^34
has earned the EverQuest achievement "Trials of Mata Muram" (Completed the trials in Muramite Proving Grounds)
ID: 500990020^35
has earned the EverQuest achievement "Trials of Mata Muram" (Completed the trials in Muramite Proving Grounds)
ID: 500990040^34
has earned the EverQuest achievement "Slipgear's Gem" (Scouted the Darkhollow for Cartographer Slipgear)
ID: 500990040^35
has earned the EverQuest achievement "Slipgear's Gem" (Scouted the Darkhollow for Cartographer Slipgear)
ID: 500990060^34
has earned the EverQuest achievement "The Depths of Darkhollow" (Reconstructed the Skull of Den Lord Rakban)
ID: 500990060^35
has earned the EverQuest achievement "The Depths of Darkhollow" (Reconstructed the Skull of Den Lord Rakban)
ID: 500990100^34
has earned the EverQuest achievement "Efreeti Death Visage" (Completed the puzzles in the Jewel of Atiiki)
ID: 500990100^35
has earned the EverQuest achievement "Efreeti Death Visage" (Completed the puzzles in the Jewel of Atiiki)
ID: 500990130^34
has earned the EverQuest achievement "Katta Castrum Portal Activation" (Activated the portals of Katta Castrum)
ID: 500990130^35
has earned the EverQuest achievement "Katta Castrum Portal Activation" (Activated the portals of Katta Castrum)
ID: 500990150^34
has earned the EverQuest achievement "Tsaph Katta's Urn of Rejuvenation" (Constructed the Urn of Rejuvenation)
ID: 500990150^35
has earned the EverQuest achievement "Tsaph Katta's Urn of Rejuvenation" (Constructed the Urn of Rejuvenation)
ID: 500990170^34
has earned the EverQuest achievement "Arena Champion's Badge" (Bested Knight Champion Eddard's challenges)
ID: 500990170^35
has earned the EverQuest achievement "Arena Champion's Badge" (Bested Knight Champion Eddard's challenges)
ID: 500990180^34
has earned the EverQuest achievement "Coldain Historical Seal" (Has relived the history of the Coldain)
ID: 500990180^35
has earned the EverQuest achievement "Coldain Historical Seal" (Has relived the history of the Coldain)
ID: 500990200^34
has earned the EverQuest achievement "Black Orb of Scrykin" (Collected the souls of the original 13 Scrykin)
ID: 500990200^35
has earned the EverQuest achievement "Black Orb of Scrykin" (Collected the souls of the original 13 Scrykin)
ID: 500990210^34
has earned the EverQuest achievement "The Chalice of Life" (Battled against the Corruption of Ro)
ID: 500990210^35
has earned the EverQuest achievement "The Chalice of Life" (Battled against the Corruption of Ro)
ID: 500990300^34
has earned the EverQuest achievement "Ancient Faycite Bone Circum" (Obtained a trinket of incredible power)
ID: 500990300^35
has earned the EverQuest achievement "Ancient Faycite Bone Circum" (Obtained a trinket of incredible power)
ID: 500990400^34
has earned the EverQuest achievement "Blessed Celestine Faycite" (Assisted Camp Valor in the Hills of Shade)
ID: 500990400^35
has earned the EverQuest achievement "Blessed Celestine Faycite" (Assisted Camp Valor in the Hills of Shade)
ID: 500990500^34
has earned the EverQuest achievement "Cursed Obsidian Faycite" (Aided Bertoxxulous' Chosen in Hills of Shade)
ID: 500990500^35
has earned the EverQuest achievement "Cursed Obsidian Faycite" (Aided Bertoxxulous' Chosen in Hills of Shade)
ID: 500990600^34
has earned the EverQuest achievement "Valthun's Memory Shard" (Relived a pivotal point in elven history)
ID: 500990600^35
has earned the EverQuest achievement "Valthun's Memory Shard" (Relived a pivotal point in elven history)
ID: 500990700^34
has earned the EverQuest achievement "Lantern O' Wisps" (Relived a pivotal point in human history)
ID: 500990700^35
has earned the EverQuest achievement "Lantern O' Wisps" (Relived a pivotal point in human history)
ID: 500990800^34
has earned the EverQuest achievement "Rallosian Battle Figure" (Reconstructed the Rallosian Battle Figure)
ID: 500990800^35
has earned the EverQuest achievement "Rallosian Battle Figure" (Reconstructed the Rallosian Battle Figure)
ID: 500990900^34
has earned the EverQuest achievement "Dark Soul Crystal" (Battled against Discord in Kuaa)
ID: 500990900^35
has earned the EverQuest achievement "Dark Soul Crystal" (Battled against Discord in Kuaa)
ID: 500991000^34
has earned the EverQuest achievement "Timeshear" (Bested all of the challenges in the Seeds of Destruction)
ID: 500991000^35
has earned the EverQuest achievement "Timeshear" (Bested all of the challenges in the Seeds of Destruction)
ID: 520000100^21
Apprentice Mercenaries (Bixie)
ID: 520000200^21
Journeyman Mercenaries (Bixie)
ID: 520000300^21
Master Mercenaries (Bixie)
ID: 520010101^22
Tier I
ID: 520010101^23
Race: Bixie
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520010102^22
Tier II
ID: 520010102^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520010103^22
Tier III
ID: 520010103^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520010104^22
Tier IV
ID: 520010104^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520010105^22
Tier V
ID: 520010105^23
Race: Bixie
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520010201^22
Tier I
ID: 520010201^23
Race: Bixie
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520010202^22
Tier II
ID: 520010202^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520010203^22
Tier III
ID: 520010203^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520010204^22
Tier IV
ID: 520010204^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520010205^22
Tier V
ID: 520010205^23
Race: Bixie
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520010301^22
Tier I
ID: 520010301^23
Race: Bixie
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520010302^22
Tier II
ID: 520010302^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520010303^22
Tier III
ID: 520010303^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520010304^22
Tier IV
ID: 520010304^23
Race: Bixie
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520010305^22
Tier V
ID: 520010305^23
Race: Bixie
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520020101^22
Tier I
ID: 520020101^23
Race: Bixie
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520020102^22
Tier II
ID: 520020102^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520020103^22
Tier III
ID: 520020103^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520020104^22
Tier IV
ID: 520020104^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520020105^22
Tier V
ID: 520020105^23
Race: Bixie
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520020201^22
Tier I
ID: 520020201^23
Race: Bixie
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520020202^22
Tier II
ID: 520020202^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520020203^22
Tier III
ID: 520020203^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520020204^22
Tier IV
ID: 520020204^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520020205^22
Tier V
ID: 520020205^23
Race: Bixie
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520020301^22
Tier I
ID: 520020301^23
Race: Bixie
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520020302^22
Tier II
ID: 520020302^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520020303^22
Tier III
ID: 520020303^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520020304^22
Tier IV
ID: 520020304^23
Race: Bixie
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520020305^22
Tier V
ID: 520020305^23
Race: Bixie
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520120101^22
Tier I
ID: 520120101^23
Race: Bixie
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520120102^22
Tier II
ID: 520120102^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520120103^22
Tier III
ID: 520120103^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520120104^22
Tier IV
ID: 520120104^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520120105^22
Tier V
ID: 520120105^23
Race: Bixie
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520120201^22
Tier I
ID: 520120201^23
Race: Bixie
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520120202^22
Tier II
ID: 520120202^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520120203^22
Tier III
ID: 520120203^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520120204^22
Tier IV
ID: 520120204^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520120205^22
Tier V
ID: 520120205^23
Race: Bixie
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520120301^22
Tier I
ID: 520120301^23
Race: Bixie
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520120302^22
Tier II
ID: 520120302^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520120303^22
Tier III
ID: 520120303^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520120304^22
Tier IV
ID: 520120304^23
Race: Bixie
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 520120305^22
Tier V
ID: 520120305^23
Race: Bixie
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522000100^21
Apprentice Mercenaries (Drakkin)
ID: 522000200^21
Journeyman Mercenaries (Drakkin)
ID: 522000300^21
Master Mercenaries (Drakkin)
ID: 522010101^22
Tier I
ID: 522010101^23
Race: Drakkin
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522010102^22
Tier II
ID: 522010102^23
Race: Drakkin
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522010103^22
Tier III
ID: 522010103^23
Race: Drakkin
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522010104^22
Tier IV
ID: 522010104^23
Race: Drakkin
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522010105^22
Tier V
ID: 522010105^23
Race: Drakkin
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522010201^22
Tier I
ID: 522010201^23
Race: Drakkin
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522010202^22
Tier II
ID: 522010202^23
Race: Drakkin
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522010203^22
Tier III
ID: 522010203^23
Race: Drakkin
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522010204^22
Tier IV
ID: 522010204^23
Race: Drakkin
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522010205^22
Tier V
ID: 522010205^23
Race: Drakkin
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522010301^22
Tier I
ID: 522010301^23
Race: Drakkin
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522010302^22
Tier II
ID: 522010302^23
Race: Drakkin
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522010303^22
Tier III
ID: 522010303^23
Race: Drakkin
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522010304^22
Tier IV
ID: 522010304^23
Race: Drakkin
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522010305^22
Tier V
ID: 522010305^23
Race: Drakkin
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522020101^22
Tier I
ID: 522020101^23
Race: Drakkin
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522020102^22
Tier II
ID: 522020102^23
Race: Drakkin
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522020103^22
Tier III
ID: 522020103^23
Race: Drakkin
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522020104^22
Tier IV
ID: 522020104^23
Race: Drakkin
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522020105^22
Tier V
ID: 522020105^23
Race: Drakkin
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522020201^22
Tier I
ID: 522020201^23
Race: Drakkin
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522020202^22
Tier II
ID: 522020202^23
Race: Drakkin
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522020203^22
Tier III
ID: 522020203^23
Race: Drakkin
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522020204^22
Tier IV
ID: 522020204^23
Race: Drakkin
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522020205^22
Tier V
ID: 522020205^23
Race: Drakkin
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522020301^22
Tier I
ID: 522020301^23
Race: Drakkin
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522020302^22
Tier II
ID: 522020302^23
Race: Drakkin
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522020303^22
Tier III
ID: 522020303^23
Race: Drakkin
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522020304^22
Tier IV
ID: 522020304^23
Race: Drakkin
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522020305^22
Tier V
ID: 522020305^23
Race: Drakkin
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522040101^22
Tier I
ID: 522040101^23
Race: Drakkin
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522040102^22
Tier II
ID: 522040102^23
Race: Drakkin
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522040103^22
Tier III
ID: 522040103^23
Race: Drakkin
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522040104^22
Tier IV
ID: 522040104^23
Race: Drakkin
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522040105^22
Tier V
ID: 522040105^23
Race: Drakkin
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522040201^22
Tier I
ID: 522040201^23
Race: Drakkin
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522040202^22
Tier II
ID: 522040202^23
Race: Drakkin
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522040203^22
Tier III
ID: 522040203^23
Race: Drakkin
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522040204^22
Tier IV
ID: 522040204^23
Race: Drakkin
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522040205^22
Tier V
ID: 522040205^23
Race: Drakkin
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522040301^22
Tier I
ID: 522040301^23
Race: Drakkin
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522040302^22
Tier II
ID: 522040302^23
Race: Drakkin
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522040303^22
Tier III
ID: 522040303^23
Race: Drakkin
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522040304^22
Tier IV
ID: 522040304^23
Race: Drakkin
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522040305^22
Tier V
ID: 522040305^23
Race: Drakkin
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522120101^22
Tier I
ID: 522120101^23
Race: Drakkin
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522120102^22
Tier II
ID: 522120102^23
Race: Drakkin
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522120103^22
Tier III
ID: 522120103^23
Race: Drakkin
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522120104^22
Tier IV
ID: 522120104^23
Race: Drakkin
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522120105^22
Tier V
ID: 522120105^23
Race: Drakkin
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522120201^22
Tier I
ID: 522120201^23
Race: Drakkin
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522120202^22
Tier II
ID: 522120202^23
Race: Drakkin
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522120203^22
Tier III
ID: 522120203^23
Race: Drakkin
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522120204^22
Tier IV
ID: 522120204^23
Race: Drakkin
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522120205^22
Tier V
ID: 522120205^23
Race: Drakkin
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522120301^22
Tier I
ID: 522120301^23
Race: Drakkin
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522120302^22
Tier II
ID: 522120302^23
Race: Drakkin
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522120303^22
Tier III
ID: 522120303^23
Race: Drakkin
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522120304^22
Tier IV
ID: 522120304^23
Race: Drakkin
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 522120305^22
Tier V
ID: 522120305^23
Race: Drakkin
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524000100^21
Apprentice Mercenaries (Gnoll)
ID: 524000200^21
Journeyman Mercenaries (Gnoll)
ID: 524000300^21
Master Mercenaries (Gnoll)
ID: 524010101^22
Tier I
ID: 524010101^23
Race: Gnoll
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524010102^22
Tier II
ID: 524010102^23
Race: Gnoll
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524010103^22
Tier III
ID: 524010103^23
Race: Gnoll
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524010104^22
Tier IV
ID: 524010104^23
Race: Gnoll
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524010105^22
Tier V
ID: 524010105^23
Race: Gnoll
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524010201^22
Tier I
ID: 524010201^23
Race: Gnoll
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524010202^22
Tier II
ID: 524010202^23
Race: Gnoll
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524010203^22
Tier III
ID: 524010203^23
Race: Gnoll
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524010204^22
Tier IV
ID: 524010204^23
Race: Gnoll
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524010205^22
Tier V
ID: 524010205^23
Race: Gnoll
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524010301^22
Tier I
ID: 524010301^23
Race: Gnoll
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524010302^22
Tier II
ID: 524010302^23
Race: Gnoll
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524010303^22
Tier III
ID: 524010303^23
Race: Gnoll
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524010304^22
Tier IV
ID: 524010304^23
Race: Gnoll
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524010305^22
Tier V
ID: 524010305^23
Race: Gnoll
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524020101^22
Tier I
ID: 524020101^23
Race: Gnoll
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524020102^22
Tier II
ID: 524020102^23
Race: Gnoll
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524020103^22
Tier III
ID: 524020103^23
Race: Gnoll
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524020104^22
Tier IV
ID: 524020104^23
Race: Gnoll
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524020105^22
Tier V
ID: 524020105^23
Race: Gnoll
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524020201^22
Tier I
ID: 524020201^23
Race: Gnoll
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524020202^22
Tier II
ID: 524020202^23
Race: Gnoll
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524020203^22
Tier III
ID: 524020203^23
Race: Gnoll
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524020204^22
Tier IV
ID: 524020204^23
Race: Gnoll
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524020205^22
Tier V
ID: 524020205^23
Race: Gnoll
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524020301^22
Tier I
ID: 524020301^23
Race: Gnoll
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524020302^22
Tier II
ID: 524020302^23
Race: Gnoll
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524020303^22
Tier III
ID: 524020303^23
Race: Gnoll
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524020304^22
Tier IV
ID: 524020304^23
Race: Gnoll
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524020305^22
Tier V
ID: 524020305^23
Race: Gnoll
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524040101^22
Tier I
ID: 524040101^23
Race: Gnoll
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524040102^22
Tier II
ID: 524040102^23
Race: Gnoll
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524040103^22
Tier III
ID: 524040103^23
Race: Gnoll
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524040104^22
Tier IV
ID: 524040104^23
Race: Gnoll
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524040105^22
Tier V
ID: 524040105^23
Race: Gnoll
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524040201^22
Tier I
ID: 524040201^23
Race: Gnoll
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524040202^22
Tier II
ID: 524040202^23
Race: Gnoll
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524040203^22
Tier III
ID: 524040203^23
Race: Gnoll
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524040204^22
Tier IV
ID: 524040204^23
Race: Gnoll
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524040205^22
Tier V
ID: 524040205^23
Race: Gnoll
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524040301^22
Tier I
ID: 524040301^23
Race: Gnoll
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524040302^22
Tier II
ID: 524040302^23
Race: Gnoll
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524040303^22
Tier III
ID: 524040303^23
Race: Gnoll
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524040304^22
Tier IV
ID: 524040304^23
Race: Gnoll
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524040305^22
Tier V
ID: 524040305^23
Race: Gnoll
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524120101^22
Tier I
ID: 524120101^23
Race: Gnoll
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524120102^22
Tier II
ID: 524120102^23
Race: Gnoll
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524120103^22
Tier III
ID: 524120103^23
Race: Gnoll
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524120104^22
Tier IV
ID: 524120104^23
Race: Gnoll
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524120105^22
Tier V
ID: 524120105^23
Race: Gnoll
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524120201^22
Tier I
ID: 524120201^23
Race: Gnoll
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524120202^22
Tier II
ID: 524120202^23
Race: Gnoll
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524120203^22
Tier III
ID: 524120203^23
Race: Gnoll
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524120204^22
Tier IV
ID: 524120204^23
Race: Gnoll
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524120205^22
Tier V
ID: 524120205^23
Race: Gnoll
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524120301^22
Tier I
ID: 524120301^23
Race: Gnoll
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524120302^22
Tier II
ID: 524120302^23
Race: Gnoll
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524120303^22
Tier III
ID: 524120303^23
Race: Gnoll
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524120304^22
Tier IV
ID: 524120304^23
Race: Gnoll
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 524120305^22
Tier V
ID: 524120305^23
Race: Gnoll
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558000100^21
Apprentice Mercenaries (Aviak)
ID: 558000200^21
Journeyman Mercenaries (Aviak)
ID: 558000300^21
Master Mercenaries (Aviak)
ID: 558010101^22
Tier I
ID: 558010101^23
Race: Aviak
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558010102^22
Tier II
ID: 558010102^23
Race: Aviak
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558010103^22
Tier III
ID: 558010103^23
Race: Aviak
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558010104^22
Tier IV
ID: 558010104^23
Race: Aviak
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558010105^22
Tier V
ID: 558010105^23
Race: Aviak
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558010201^22
Tier I
ID: 558010201^23
Race: Aviak
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558010202^22
Tier II
ID: 558010202^23
Race: Aviak
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558010203^22
Tier III
ID: 558010203^23
Race: Aviak
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558010204^22
Tier IV
ID: 558010204^23
Race: Aviak
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558010205^22
Tier V
ID: 558010205^23
Race: Aviak
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558010301^22
Tier I
ID: 558010301^23
Race: Aviak
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558010302^22
Tier II
ID: 558010302^23
Race: Aviak
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558010303^22
Tier III
ID: 558010303^23
Race: Aviak
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558010304^22
Tier IV
ID: 558010304^23
Race: Aviak
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558010305^22
Tier V
ID: 558010305^23
Race: Aviak
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558020101^22
Tier I
ID: 558020101^23
Race: Aviak
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558020102^22
Tier II
ID: 558020102^23
Race: Aviak
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558020103^22
Tier III
ID: 558020103^23
Race: Aviak
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558020104^22
Tier IV
ID: 558020104^23
Race: Aviak
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558020105^22
Tier V
ID: 558020105^23
Race: Aviak
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558020201^22
Tier I
ID: 558020201^23
Race: Aviak
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558020202^22
Tier II
ID: 558020202^23
Race: Aviak
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558020203^22
Tier III
ID: 558020203^23
Race: Aviak
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558020204^22
Tier IV
ID: 558020204^23
Race: Aviak
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558020205^22
Tier V
ID: 558020205^23
Race: Aviak
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558020301^22
Tier I
ID: 558020301^23
Race: Aviak
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558020302^22
Tier II
ID: 558020302^23
Race: Aviak
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558020303^22
Tier III
ID: 558020303^23
Race: Aviak
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558020304^22
Tier IV
ID: 558020304^23
Race: Aviak
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558020305^22
Tier V
ID: 558020305^23
Race: Aviak
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558090101^22
Tier I
ID: 558090101^23
Race: Aviak
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558090102^22
Tier II
ID: 558090102^23
Race: Aviak
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558090103^22
Tier III
ID: 558090103^23
Race: Aviak
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558090104^22
Tier IV
ID: 558090104^23
Race: Aviak
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558090105^22
Tier V
ID: 558090105^23
Race: Aviak
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558090201^22
Tier I
ID: 558090201^23
Race: Aviak
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558090202^22
Tier II
ID: 558090202^23
Race: Aviak
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558090203^22
Tier III
ID: 558090203^23
Race: Aviak
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558090204^22
Tier IV
ID: 558090204^23
Race: Aviak
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558090205^22
Tier V
ID: 558090205^23
Race: Aviak
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558090301^22
Tier I
ID: 558090301^23
Race: Aviak
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558090302^22
Tier II
ID: 558090302^23
Race: Aviak
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558090303^22
Tier III
ID: 558090303^23
Race: Aviak
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558090304^22
Tier IV
ID: 558090304^23
Race: Aviak
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558090305^22
Tier V
ID: 558090305^23
Race: Aviak
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558120101^22
Tier I
ID: 558120101^23
Race: Aviak
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558120102^22
Tier II
ID: 558120102^23
Race: Aviak
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558120103^22
Tier III
ID: 558120103^23
Race: Aviak
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558120104^22
Tier IV
ID: 558120104^23
Race: Aviak
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558120105^22
Tier V
ID: 558120105^23
Race: Aviak
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558120201^22
Tier I
ID: 558120201^23
Race: Aviak
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558120202^22
Tier II
ID: 558120202^23
Race: Aviak
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558120203^22
Tier III
ID: 558120203^23
Race: Aviak
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558120204^22
Tier IV
ID: 558120204^23
Race: Aviak
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558120205^22
Tier V
ID: 558120205^23
Race: Aviak
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558120301^22
Tier I
ID: 558120301^23
Race: Aviak
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558120302^22
Tier II
ID: 558120302^23
Race: Aviak
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558120303^22
Tier III
ID: 558120303^23
Race: Aviak
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558120304^22
Tier IV
ID: 558120304^23
Race: Aviak
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 558120305^22
Tier V
ID: 558120305^23
Race: Aviak
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562000100^21
Apprentice Mercenaries (Kerran)
ID: 562000200^21
Journeyman Mercenaries (Kerran)
ID: 562000300^21
Master Mercenaries (Kerran)
ID: 562010101^22
Tier I
ID: 562010101^23
Race: Kerran
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562010102^22
Tier II
ID: 562010102^23
Race: Kerran
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562010103^22
Tier III
ID: 562010103^23
Race: Kerran
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562010104^22
Tier IV
ID: 562010104^23
Race: Kerran
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562010105^22
Tier V
ID: 562010105^23
Race: Kerran
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562010201^22
Tier I
ID: 562010201^23
Race: Kerran
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562010202^22
Tier II
ID: 562010202^23
Race: Kerran
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562010203^22
Tier III
ID: 562010203^23
Race: Kerran
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562010204^22
Tier IV
ID: 562010204^23
Race: Kerran
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562010205^22
Tier V
ID: 562010205^23
Race: Kerran
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562010301^22
Tier I
ID: 562010301^23
Race: Kerran
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562010302^22
Tier II
ID: 562010302^23
Race: Kerran
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562010303^22
Tier III
ID: 562010303^23
Race: Kerran
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562010304^22
Tier IV
ID: 562010304^23
Race: Kerran
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562010305^22
Tier V
ID: 562010305^23
Race: Kerran
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562020101^22
Tier I
ID: 562020101^23
Race: Kerran
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562020102^22
Tier II
ID: 562020102^23
Race: Kerran
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562020103^22
Tier III
ID: 562020103^23
Race: Kerran
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562020104^22
Tier IV
ID: 562020104^23
Race: Kerran
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562020105^22
Tier V
ID: 562020105^23
Race: Kerran
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562020201^22
Tier I
ID: 562020201^23
Race: Kerran
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562020202^22
Tier II
ID: 562020202^23
Race: Kerran
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562020203^22
Tier III
ID: 562020203^23
Race: Kerran
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562020204^22
Tier IV
ID: 562020204^23
Race: Kerran
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562020205^22
Tier V
ID: 562020205^23
Race: Kerran
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562020301^22
Tier I
ID: 562020301^23
Race: Kerran
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562020302^22
Tier II
ID: 562020302^23
Race: Kerran
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562020303^22
Tier III
ID: 562020303^23
Race: Kerran
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562020304^22
Tier IV
ID: 562020304^23
Race: Kerran
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562020305^22
Tier V
ID: 562020305^23
Race: Kerran
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562120101^22
Tier I
ID: 562120101^23
Race: Kerran
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562120102^22
Tier II
ID: 562120102^23
Race: Kerran
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562120103^22
Tier III
ID: 562120103^23
Race: Kerran
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562120104^22
Tier IV
ID: 562120104^23
Race: Kerran
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562120105^22
Tier V
ID: 562120105^23
Race: Kerran
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562120201^22
Tier I
ID: 562120201^23
Race: Kerran
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562120202^22
Tier II
ID: 562120202^23
Race: Kerran
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562120203^22
Tier III
ID: 562120203^23
Race: Kerran
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562120204^22
Tier IV
ID: 562120204^23
Race: Kerran
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562120205^22
Tier V
ID: 562120205^23
Race: Kerran
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562120301^22
Tier I
ID: 562120301^23
Race: Kerran
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562120302^22
Tier II
ID: 562120302^23
Race: Kerran
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562120303^22
Tier III
ID: 562120303^23
Race: Kerran
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562120304^22
Tier IV
ID: 562120304^23
Race: Kerran
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 562120305^22
Tier V
ID: 562120305^23
Race: Kerran
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563000100^21
Apprentice Mercenaries (Shissar)
ID: 563000200^21
Journeyman Mercenaries (Shissar)
ID: 563000300^21
Master Mercenaries (Shissar)
ID: 563010101^22
Tier I
ID: 563010101^23
Race: Shissar
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563010102^22
Tier II
ID: 563010102^23
Race: Shissar
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563010103^22
Tier III
ID: 563010103^23
Race: Shissar
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563010104^22
Tier IV
ID: 563010104^23
Race: Shissar
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563010105^22
Tier V
ID: 563010105^23
Race: Shissar
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563010201^22
Tier I
ID: 563010201^23
Race: Shissar
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563010202^22
Tier II
ID: 563010202^23
Race: Shissar
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563010203^22
Tier III
ID: 563010203^23
Race: Shissar
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563010204^22
Tier IV
ID: 563010204^23
Race: Shissar
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563010205^22
Tier V
ID: 563010205^23
Race: Shissar
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563010301^22
Tier I
ID: 563010301^23
Race: Shissar
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563010302^22
Tier II
ID: 563010302^23
Race: Shissar
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563010303^22
Tier III
ID: 563010303^23
Race: Shissar
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563010304^22
Tier IV
ID: 563010304^23
Race: Shissar
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563010305^22
Tier V
ID: 563010305^23
Race: Shissar
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563020101^22
Tier I
ID: 563020101^23
Race: Shissar
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563020102^22
Tier II
ID: 563020102^23
Race: Shissar
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563020103^22
Tier III
ID: 563020103^23
Race: Shissar
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563020104^22
Tier IV
ID: 563020104^23
Race: Shissar
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563020105^22
Tier V
ID: 563020105^23
Race: Shissar
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563020201^22
Tier I
ID: 563020201^23
Race: Shissar
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563020202^22
Tier II
ID: 563020202^23
Race: Shissar
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563020203^22
Tier III
ID: 563020203^23
Race: Shissar
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563020204^22
Tier IV
ID: 563020204^23
Race: Shissar
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563020205^22
Tier V
ID: 563020205^23
Race: Shissar
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563020301^22
Tier I
ID: 563020301^23
Race: Shissar
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563020302^22
Tier II
ID: 563020302^23
Race: Shissar
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563020303^22
Tier III
ID: 563020303^23
Race: Shissar
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563020304^22
Tier IV
ID: 563020304^23
Race: Shissar
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563020305^22
Tier V
ID: 563020305^23
Race: Shissar
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563090101^22
Tier I
ID: 563090101^23
Race: Shissar
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563090102^22
Tier II
ID: 563090102^23
Race: Shissar
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563090103^22
Tier III
ID: 563090103^23
Race: Shissar
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563090104^22
Tier IV
ID: 563090104^23
Race: Shissar
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563090105^22
Tier V
ID: 563090105^23
Race: Shissar
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563090201^22
Tier I
ID: 563090201^23
Race: Shissar
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563090202^22
Tier II
ID: 563090202^23
Race: Shissar
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563090203^22
Tier III
ID: 563090203^23
Race: Shissar
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563090204^22
Tier IV
ID: 563090204^23
Race: Shissar
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563090205^22
Tier V
ID: 563090205^23
Race: Shissar
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563090301^22
Tier I
ID: 563090301^23
Race: Shissar
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563090302^22
Tier II
ID: 563090302^23
Race: Shissar
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563090303^22
Tier III
ID: 563090303^23
Race: Shissar
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563090304^22
Tier IV
ID: 563090304^23
Race: Shissar
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563090305^22
Tier V
ID: 563090305^23
Race: Shissar
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563120101^22
Tier I
ID: 563120101^23
Race: Shissar
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563120102^22
Tier II
ID: 563120102^23
Race: Shissar
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563120103^22
Tier III
ID: 563120103^23
Race: Shissar
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563120104^22
Tier IV
ID: 563120104^23
Race: Shissar
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563120105^22
Tier V
ID: 563120105^23
Race: Shissar
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563120201^22
Tier I
ID: 563120201^23
Race: Shissar
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563120202^22
Tier II
ID: 563120202^23
Race: Shissar
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563120203^22
Tier III
ID: 563120203^23
Race: Shissar
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563120204^22
Tier IV
ID: 563120204^23
Race: Shissar
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563120205^22
Tier V
ID: 563120205^23
Race: Shissar
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563120301^22
Tier I
ID: 563120301^23
Race: Shissar
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563120302^22
Tier II
ID: 563120302^23
Race: Shissar
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563120303^22
Tier III
ID: 563120303^23
Race: Shissar
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563120304^22
Tier IV
ID: 563120304^23
Race: Shissar
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 563120305^22
Tier V
ID: 563120305^23
Race: Shissar
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 564000100^21
Apprentice Mercenaries (Siren)
ID: 564000200^21
Journeyman Mercenaries (Siren)
ID: 564000300^21
Master Mercenaries (Siren)
ID: 564020101^22
Tier I
ID: 564020101^23
Race: Siren
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 564020102^22
Tier II
ID: 564020102^23
Race: Siren
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 564020103^22
Tier III
ID: 564020103^23
Race: Siren
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 564020104^22
Tier IV
ID: 564020104^23
Race: Siren
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 564020105^22
Tier V
ID: 564020105^23
Race: Siren
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 564020201^22
Tier I
ID: 564020201^23
Race: Siren
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 564020202^22
Tier II
ID: 564020202^23
Race: Siren
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 564020203^22
Tier III
ID: 564020203^23
Race: Siren
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 564020204^22
Tier IV
ID: 564020204^23
Race: Siren
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 564020205^22
Tier V
ID: 564020205^23
Race: Siren
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568000100^21
Apprentice Mercenaries (Brownie)
ID: 568000200^21
Journeyman Mercenaries (Brownie)
ID: 568000300^21
Master Mercenaries (Brownie)
ID: 568010101^22
Tier I
ID: 568010101^23
Race: Brownie
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568010102^22
Tier II
ID: 568010102^23
Race: Brownie
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568010103^22
Tier III
ID: 568010103^23
Race: Brownie
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568010104^22
Tier IV
ID: 568010104^23
Race: Brownie
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568010105^22
Tier V
ID: 568010105^23
Race: Brownie
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568010201^22
Tier I
ID: 568010201^23
Race: Brownie
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568010202^22
Tier II
ID: 568010202^23
Race: Brownie
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568010203^22
Tier III
ID: 568010203^23
Race: Brownie
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568010204^22
Tier IV
ID: 568010204^23
Race: Brownie
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568010205^22
Tier V
ID: 568010205^23
Race: Brownie
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568010301^22
Tier I
ID: 568010301^23
Race: Brownie
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568010302^22
Tier II
ID: 568010302^23
Race: Brownie
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568010303^22
Tier III
ID: 568010303^23
Race: Brownie
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568010304^22
Tier IV
ID: 568010304^23
Race: Brownie
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568010305^22
Tier V
ID: 568010305^23
Race: Brownie
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568020101^22
Tier I
ID: 568020101^23
Race: Brownie
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568020102^22
Tier II
ID: 568020102^23
Race: Brownie
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568020103^22
Tier III
ID: 568020103^23
Race: Brownie
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568020104^22
Tier IV
ID: 568020104^23
Race: Brownie
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568020105^22
Tier V
ID: 568020105^23
Race: Brownie
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568020201^22
Tier I
ID: 568020201^23
Race: Brownie
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568020202^22
Tier II
ID: 568020202^23
Race: Brownie
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568020203^22
Tier III
ID: 568020203^23
Race: Brownie
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568020204^22
Tier IV
ID: 568020204^23
Race: Brownie
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568020205^22
Tier V
ID: 568020205^23
Race: Brownie
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568020301^22
Tier I
ID: 568020301^23
Race: Brownie
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568020302^22
Tier II
ID: 568020302^23
Race: Brownie
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568020303^22
Tier III
ID: 568020303^23
Race: Brownie
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568020304^22
Tier IV
ID: 568020304^23
Race: Brownie
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568020305^22
Tier V
ID: 568020305^23
Race: Brownie
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568040101^22
Tier I
ID: 568040101^23
Race: Brownie
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568040102^22
Tier II
ID: 568040102^23
Race: Brownie
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568040103^22
Tier III
ID: 568040103^23
Race: Brownie
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568040104^22
Tier IV
ID: 568040104^23
Race: Brownie
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568040105^22
Tier V
ID: 568040105^23
Race: Brownie
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568040201^22
Tier I
ID: 568040201^23
Race: Brownie
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568040202^22
Tier II
ID: 568040202^23
Race: Brownie
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568040203^22
Tier III
ID: 568040203^23
Race: Brownie
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568040204^22
Tier IV
ID: 568040204^23
Race: Brownie
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568040205^22
Tier V
ID: 568040205^23
Race: Brownie
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568040301^22
Tier I
ID: 568040301^23
Race: Brownie
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568040302^22
Tier II
ID: 568040302^23
Race: Brownie
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568040303^22
Tier III
ID: 568040303^23
Race: Brownie
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568040304^22
Tier IV
ID: 568040304^23
Race: Brownie
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568040305^22
Tier V
ID: 568040305^23
Race: Brownie
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568120101^22
Tier I
ID: 568120101^23
Race: Brownie
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568120102^22
Tier II
ID: 568120102^23
Race: Brownie
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568120103^22
Tier III
ID: 568120103^23
Race: Brownie
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568120104^22
Tier IV
ID: 568120104^23
Race: Brownie
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568120105^22
Tier V
ID: 568120105^23
Race: Brownie
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568120201^22
Tier I
ID: 568120201^23
Race: Brownie
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568120202^22
Tier II
ID: 568120202^23
Race: Brownie
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568120203^22
Tier III
ID: 568120203^23
Race: Brownie
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568120204^22
Tier IV
ID: 568120204^23
Race: Brownie
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568120205^22
Tier V
ID: 568120205^23
Race: Brownie
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568120301^22
Tier I
ID: 568120301^23
Race: Brownie
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568120302^22
Tier II
ID: 568120302^23
Race: Brownie
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568120303^22
Tier III
ID: 568120303^23
Race: Brownie
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568120304^22
Tier IV
ID: 568120304^23
Race: Brownie
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 568120305^22
Tier V
ID: 568120305^23
Race: Brownie
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters.
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 574000100^21
Apprentice Mercenaries (Minotaur)
ID: 574000200^21
Journeyman Mercenaries (Minotaur)
ID: 574000300^21
Master Mercenaries (Minotaur)
ID: 574010101^22
Tier I
ID: 574010101^23
Race: Minotaur
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 574010102^22
Tier II
ID: 574010102^23
Race: Minotaur
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 574010103^22
Tier III
ID: 574010103^23
Race: Minotaur
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 574010104^22
Tier IV
ID: 574010104^23
Race: Minotaur
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 574010105^22
Tier V
ID: 574010105^23
Race: Minotaur
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters.
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 574010201^22
Tier I
ID: 574010201^23
Race: Minotaur
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 574010202^22
Tier II
ID: 574010202^23
Race: Minotaur
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 574010203^22
Tier III
ID: 574010203^23
Race: Minotaur
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 574010204^22
Tier IV
ID: 574010204^23
Race: Minotaur
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 574010205^22
Tier V
ID: 574010205^23
Race: Minotaur
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters.
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610000100^21
Apprentice Mercenaries (Sarnak)
ID: 610000200^21
Journeyman Mercenaries (Sarnak)
ID: 610000300^21
Master Mercenaries (Sarnak)
ID: 610010101^22
Tier I
ID: 610010101^23
Race: Sarnak
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610010102^22
Tier II
ID: 610010102^23
Race: Sarnak
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610010103^22
Tier III
ID: 610010103^23
Race: Sarnak
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610010104^22
Tier IV
ID: 610010104^23
Race: Sarnak
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610010105^22
Tier V
ID: 610010105^23
Race: Sarnak
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610010201^22
Tier I
ID: 610010201^23
Race: Sarnak
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610010202^22
Tier II
ID: 610010202^23
Race: Sarnak
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610010203^22
Tier III
ID: 610010203^23
Race: Sarnak
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610010204^22
Tier IV
ID: 610010204^23
Race: Sarnak
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610010205^22
Tier V
ID: 610010205^23
Race: Sarnak
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610010301^22
Tier I
ID: 610010301^23
Race: Sarnak
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610010302^22
Tier II
ID: 610010302^23
Race: Sarnak
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610010303^22
Tier III
ID: 610010303^23
Race: Sarnak
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610010304^22
Tier IV
ID: 610010304^23
Race: Sarnak
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610010305^22
Tier V
ID: 610010305^23
Race: Sarnak
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610020101^22
Tier I
ID: 610020101^23
Race: Sarnak
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610020102^22
Tier II
ID: 610020102^23
Race: Sarnak
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610020103^22
Tier III
ID: 610020103^23
Race: Sarnak
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610020104^22
Tier IV
ID: 610020104^23
Race: Sarnak
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610020105^22
Tier V
ID: 610020105^23
Race: Sarnak
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610020201^22
Tier I
ID: 610020201^23
Race: Sarnak
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610020202^22
Tier II
ID: 610020202^23
Race: Sarnak
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610020203^22
Tier III
ID: 610020203^23
Race: Sarnak
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610020204^22
Tier IV
ID: 610020204^23
Race: Sarnak
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610020205^22
Tier V
ID: 610020205^23
Race: Sarnak
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610020301^22
Tier I
ID: 610020301^23
Race: Sarnak
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610020302^22
Tier II
ID: 610020302^23
Race: Sarnak
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610020303^22
Tier III
ID: 610020303^23
Race: Sarnak
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610020304^22
Tier IV
ID: 610020304^23
Race: Sarnak
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610020305^22
Tier V
ID: 610020305^23
Race: Sarnak
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610090101^22
Tier I
ID: 610090101^23
Race: Sarnak
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610090102^22
Tier II
ID: 610090102^23
Race: Sarnak
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610090103^22
Tier III
ID: 610090103^23
Race: Sarnak
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610090104^22
Tier IV
ID: 610090104^23
Race: Sarnak
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610090105^22
Tier V
ID: 610090105^23
Race: Sarnak
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610090201^22
Tier I
ID: 610090201^23
Race: Sarnak
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610090202^22
Tier II
ID: 610090202^23
Race: Sarnak
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610090203^22
Tier III
ID: 610090203^23
Race: Sarnak
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610090204^22
Tier IV
ID: 610090204^23
Race: Sarnak
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610090205^22
Tier V
ID: 610090205^23
Race: Sarnak
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610090301^22
Tier I
ID: 610090301^23
Race: Sarnak
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610090302^22
Tier II
ID: 610090302^23
Race: Sarnak
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610090303^22
Tier III
ID: 610090303^23
Race: Sarnak
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610090304^22
Tier IV
ID: 610090304^23
Race: Sarnak
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610090305^22
Tier V
ID: 610090305^23
Race: Sarnak
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610120101^22
Tier I
ID: 610120101^23
Race: Sarnak
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610120102^22
Tier II
ID: 610120102^23
Race: Sarnak
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610120103^22
Tier III
ID: 610120103^23
Race: Sarnak
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610120104^22
Tier IV
ID: 610120104^23
Race: Sarnak
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610120105^22
Tier V
ID: 610120105^23
Race: Sarnak
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610120201^22
Tier I
ID: 610120201^23
Race: Sarnak
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610120202^22
Tier II
ID: 610120202^23
Race: Sarnak
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610120203^22
Tier III
ID: 610120203^23
Race: Sarnak
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610120204^22
Tier IV
ID: 610120204^23
Race: Sarnak
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610120205^22
Tier V
ID: 610120205^23
Race: Sarnak
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610120301^22
Tier I
ID: 610120301^23
Race: Sarnak
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610120302^22
Tier II
ID: 610120302^23
Race: Sarnak
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610120303^22
Tier III
ID: 610120303^23
Race: Sarnak
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610120304^22
Tier IV
ID: 610120304^23
Race: Sarnak
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 610120305^22
Tier V
ID: 610120305^23
Race: Sarnak
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638000100^21
Apprentice Mercenaries (Bellikos)
ID: 638000200^21
Journeyman Mercenaries (Bellikos)
ID: 638000300^21
Master Mercenaries (Bellikos)
ID: 638010101^22
Tier I
ID: 638010101^23
Race: Bellikos
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638010102^22
Tier II
ID: 638010102^23
Race: Bellikos
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638010103^22
Tier III
ID: 638010103^23
Race: Bellikos
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638010104^22
Tier IV
ID: 638010104^23
Race: Bellikos
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638010105^22
Tier V
ID: 638010105^23
Race: Bellikos
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638010201^22
Tier I
ID: 638010201^23
Race: Bellikos
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638010202^22
Tier II
ID: 638010202^23
Race: Bellikos
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638010203^22
Tier III
ID: 638010203^23
Race: Bellikos
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638010204^22
Tier IV
ID: 638010204^23
Race: Bellikos
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638010205^22
Tier V
ID: 638010205^23
Race: Bellikos
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638010301^22
Tier I
ID: 638010301^23
Race: Bellikos
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638010302^22
Tier II
ID: 638010302^23
Race: Bellikos
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638010303^22
Tier III
ID: 638010303^23
Race: Bellikos
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638010304^22
Tier IV
ID: 638010304^23
Race: Bellikos
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638010305^22
Tier V
ID: 638010305^23
Race: Bellikos
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638020101^22
Tier I
ID: 638020101^23
Race: Bellikos
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638020102^22
Tier II
ID: 638020102^23
Race: Bellikos
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638020103^22
Tier III
ID: 638020103^23
Race: Bellikos
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638020104^22
Tier IV
ID: 638020104^23
Race: Bellikos
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638020105^22
Tier V
ID: 638020105^23
Race: Bellikos
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638020201^22
Tier I
ID: 638020201^23
Race: Bellikos
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638020202^22
Tier II
ID: 638020202^23
Race: Bellikos
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638020203^22
Tier III
ID: 638020203^23
Race: Bellikos
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638020204^22
Tier IV
ID: 638020204^23
Race: Bellikos
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638020205^22
Tier V
ID: 638020205^23
Race: Bellikos
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638020301^22
Tier I
ID: 638020301^23
Race: Bellikos
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638020302^22
Tier II
ID: 638020302^23
Race: Bellikos
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638020303^22
Tier III
ID: 638020303^23
Race: Bellikos
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638020304^22
Tier IV
ID: 638020304^23
Race: Bellikos
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638020305^22
Tier V
ID: 638020305^23
Race: Bellikos
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638030101^22
Tier I
ID: 638030101^23
Race: Bellikos
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice damage caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638030102^22
Tier II
ID: 638030102^23
Race: Bellikos
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice damage caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638030103^22
Tier III
ID: 638030103^23
Race: Bellikos
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice damage caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638030104^22
Tier IV
ID: 638030104^23
Race: Bellikos
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice damage caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638030105^22
Tier V
ID: 638030105^23
Race: Bellikos
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice damage caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638030201^22
Tier I
ID: 638030201^23
Race: Bellikos
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman damage caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638030202^22
Tier II
ID: 638030202^23
Race: Bellikos
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman damage caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638030203^22
Tier III
ID: 638030203^23
Race: Bellikos
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman damage caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638030204^22
Tier IV
ID: 638030204^23
Race: Bellikos
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman damage caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638030205^22
Tier V
ID: 638030205^23
Race: Bellikos
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman damage caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638030301^22
Tier I
ID: 638030301^23
Race: Bellikos
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master damage caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638030302^22
Tier II
ID: 638030302^23
Race: Bellikos
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master damage caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638030303^22
Tier III
ID: 638030303^23
Race: Bellikos
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master damage caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638030304^22
Tier IV
ID: 638030304^23
Race: Bellikos
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master damage caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638030305^22
Tier V
ID: 638030305^23
Race: Bellikos
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master damage caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638040101^22
Tier I
ID: 638040101^23
Race: Bellikos
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638040102^22
Tier II
ID: 638040102^23
Race: Bellikos
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638040103^22
Tier III
ID: 638040103^23
Race: Bellikos
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638040104^22
Tier IV
ID: 638040104^23
Race: Bellikos
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638040105^22
Tier V
ID: 638040105^23
Race: Bellikos
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638040201^22
Tier I
ID: 638040201^23
Race: Bellikos
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638040202^22
Tier II
ID: 638040202^23
Race: Bellikos
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638040203^22
Tier III
ID: 638040203^23
Race: Bellikos
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638040204^22
Tier IV
ID: 638040204^23
Race: Bellikos
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638040205^22
Tier V
ID: 638040205^23
Race: Bellikos
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638040301^22
Tier I
ID: 638040301^23
Race: Bellikos
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638040302^22
Tier II
ID: 638040302^23
Race: Bellikos
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638040303^22
Tier III
ID: 638040303^23
Race: Bellikos
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638040304^22
Tier IV
ID: 638040304^23
Race: Bellikos
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 638040305^22
Tier V
ID: 638040305^23
Race: Bellikos
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659000100^21
Apprentice Mercenaries (Marionette)
ID: 659000200^21
Journeyman Mercenaries (Marionette)
ID: 659000300^21
Master Mercenaries (Marionette)
ID: 659010101^22
Tier I
ID: 659010101^23
Race: Marionette
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659010102^22
Tier II
ID: 659010102^23
Race: Marionette
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659010103^22
Tier III
ID: 659010103^23
Race: Marionette
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659010104^22
Tier IV
ID: 659010104^23
Race: Marionette
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659010105^22
Tier V
ID: 659010105^23
Race: Marionette
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659010201^22
Tier I
ID: 659010201^23
Race: Marionette
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659010202^22
Tier II
ID: 659010202^23
Race: Marionette
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659010203^22
Tier III
ID: 659010203^23
Race: Marionette
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659010204^22
Tier IV
ID: 659010204^23
Race: Marionette
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659010205^22
Tier V
ID: 659010205^23
Race: Marionette
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659010301^22
Tier I
ID: 659010301^23
Race: Marionette
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659010302^22
Tier II
ID: 659010302^23
Race: Marionette
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659010303^22
Tier III
ID: 659010303^23
Race: Marionette
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659010304^22
Tier IV
ID: 659010304^23
Race: Marionette
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659010305^22
Tier V
ID: 659010305^23
Race: Marionette
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659020101^22
Tier I
ID: 659020101^23
Race: Marionette
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659020102^22
Tier II
ID: 659020102^23
Race: Marionette
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659020103^22
Tier III
ID: 659020103^23
Race: Marionette
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659020104^22
Tier IV
ID: 659020104^23
Race: Marionette
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659020105^22
Tier V
ID: 659020105^23
Race: Marionette
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659020201^22
Tier I
ID: 659020201^23
Race: Marionette
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659020202^22
Tier II
ID: 659020202^23
Race: Marionette
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659020203^22
Tier III
ID: 659020203^23
Race: Marionette
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659020204^22
Tier IV
ID: 659020204^23
Race: Marionette
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659020205^22
Tier V
ID: 659020205^23
Race: Marionette
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659020301^22
Tier I
ID: 659020301^23
Race: Marionette
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659020302^22
Tier II
ID: 659020302^23
Race: Marionette
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659020303^22
Tier III
ID: 659020303^23
Race: Marionette
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659020304^22
Tier IV
ID: 659020304^23
Race: Marionette
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659020305^22
Tier V
ID: 659020305^23
Race: Marionette
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659090101^22
Tier I
ID: 659090101^23
Race: Marionette
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659090102^22
Tier II
ID: 659090102^23
Race: Marionette
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659090103^22
Tier III
ID: 659090103^23
Race: Marionette
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659090104^22
Tier IV
ID: 659090104^23
Race: Marionette
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659090105^22
Tier V
ID: 659090105^23
Race: Marionette
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659090201^22
Tier I
ID: 659090201^23
Race: Marionette
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659090202^22
Tier II
ID: 659090202^23
Race: Marionette
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659090203^22
Tier III
ID: 659090203^23
Race: Marionette
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659090204^22
Tier IV
ID: 659090204^23
Race: Marionette
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659090205^22
Tier V
ID: 659090205^23
Race: Marionette
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659090301^22
Tier I
ID: 659090301^23
Race: Marionette
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659090302^22
Tier II
ID: 659090302^23
Race: Marionette
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659090303^22
Tier III
ID: 659090303^23
Race: Marionette
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659090304^22
Tier IV
ID: 659090304^23
Race: Marionette
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659090305^22
Tier V
ID: 659090305^23
Race: Marionette
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659120101^22
Tier I
ID: 659120101^23
Race: Marionette
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659120102^22
Tier II
ID: 659120102^23
Race: Marionette
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659120103^22
Tier III
ID: 659120103^23
Race: Marionette
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659120104^22
Tier IV
ID: 659120104^23
Race: Marionette
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659120105^22
Tier V
ID: 659120105^23
Race: Marionette
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659120201^22
Tier I
ID: 659120201^23
Race: Marionette
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659120202^22
Tier II
ID: 659120202^23
Race: Marionette
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659120203^22
Tier III
ID: 659120203^23
Race: Marionette
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659120204^22
Tier IV
ID: 659120204^23
Race: Marionette
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659120205^22
Tier V
ID: 659120205^23
Race: Marionette
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659120301^22
Tier I
ID: 659120301^23
Race: Marionette
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659120302^22
Tier II
ID: 659120302^23
Race: Marionette
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659120303^22
Tier III
ID: 659120303^23
Race: Marionette
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659120304^22
Tier IV
ID: 659120304^23
Race: Marionette
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 659120305^22
Tier V
ID: 659120305^23
Race: Marionette
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663000100^21
Apprentice Mercenaries (Amygdalan)
ID: 663000200^21
Journeyman Mercenaries (Amygdalan)
ID: 663000300^21
Master Mercenaries (Amygdalan)
ID: 663010101^22
Tier I
ID: 663010101^23
Race: Amygdalan
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663010102^22
Tier II
ID: 663010102^23
Race: Amygdalan
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663010103^22
Tier III
ID: 663010103^23
Race: Amygdalan
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663010104^22
Tier IV
ID: 663010104^23
Race: Amygdalan
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663010105^22
Tier V
ID: 663010105^23
Race: Amygdalan
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663010201^22
Tier I
ID: 663010201^23
Race: Amygdalan
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663010202^22
Tier II
ID: 663010202^23
Race: Amygdalan
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663010203^22
Tier III
ID: 663010203^23
Race: Amygdalan
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663010204^22
Tier IV
ID: 663010204^23
Race: Amygdalan
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663010205^22
Tier V
ID: 663010205^23
Race: Amygdalan
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663010301^22
Tier I
ID: 663010301^23
Race: Amygdalan
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663010302^22
Tier II
ID: 663010302^23
Race: Amygdalan
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663010303^22
Tier III
ID: 663010303^23
Race: Amygdalan
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663010304^22
Tier IV
ID: 663010304^23
Race: Amygdalan
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663010305^22
Tier V
ID: 663010305^23
Race: Amygdalan
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663020101^22
Tier I
ID: 663020101^23
Race: Amygdalan
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663020102^22
Tier II
ID: 663020102^23
Race: Amygdalan
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663020103^22
Tier III
ID: 663020103^23
Race: Amygdalan
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663020104^22
Tier IV
ID: 663020104^23
Race: Amygdalan
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663020105^22
Tier V
ID: 663020105^23
Race: Amygdalan
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663020201^22
Tier I
ID: 663020201^23
Race: Amygdalan
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663020202^22
Tier II
ID: 663020202^23
Race: Amygdalan
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663020203^22
Tier III
ID: 663020203^23
Race: Amygdalan
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663020204^22
Tier IV
ID: 663020204^23
Race: Amygdalan
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663020205^22
Tier V
ID: 663020205^23
Race: Amygdalan
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663020301^22
Tier I
ID: 663020301^23
Race: Amygdalan
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663020302^22
Tier II
ID: 663020302^23
Race: Amygdalan
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663020303^22
Tier III
ID: 663020303^23
Race: Amygdalan
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663020304^22
Tier IV
ID: 663020304^23
Race: Amygdalan
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663020305^22
Tier V
ID: 663020305^23
Race: Amygdalan
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663090101^22
Tier I
ID: 663090101^23
Race: Amygdalan
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663090102^22
Tier II
ID: 663090102^23
Race: Amygdalan
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663090103^22
Tier III
ID: 663090103^23
Race: Amygdalan
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663090104^22
Tier IV
ID: 663090104^23
Race: Amygdalan
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663090105^22
Tier V
ID: 663090105^23
Race: Amygdalan
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663090201^22
Tier I
ID: 663090201^23
Race: Amygdalan
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663090202^22
Tier II
ID: 663090202^23
Race: Amygdalan
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663090203^22
Tier III
ID: 663090203^23
Race: Amygdalan
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663090204^22
Tier IV
ID: 663090204^23
Race: Amygdalan
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663090205^22
Tier V
ID: 663090205^23
Race: Amygdalan
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663090301^22
Tier I
ID: 663090301^23
Race: Amygdalan
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663090302^22
Tier II
ID: 663090302^23
Race: Amygdalan
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663090303^22
Tier III
ID: 663090303^23
Race: Amygdalan
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663090304^22
Tier IV
ID: 663090304^23
Race: Amygdalan
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663090305^22
Tier V
ID: 663090305^23
Race: Amygdalan
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663120101^22
Tier I
ID: 663120101^23
Race: Amygdalan
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663120102^22
Tier II
ID: 663120102^23
Race: Amygdalan
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663120103^22
Tier III
ID: 663120103^23
Race: Amygdalan
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663120104^22
Tier IV
ID: 663120104^23
Race: Amygdalan
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663120105^22
Tier V
ID: 663120105^23
Race: Amygdalan
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663120201^22
Tier I
ID: 663120201^23
Race: Amygdalan
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663120202^22
Tier II
ID: 663120202^23
Race: Amygdalan
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663120203^22
Tier III
ID: 663120203^23
Race: Amygdalan
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663120204^22
Tier IV
ID: 663120204^23
Race: Amygdalan
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663120205^22
Tier V
ID: 663120205^23
Race: Amygdalan
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663120301^22
Tier I
ID: 663120301^23
Race: Amygdalan
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663120302^22
Tier II
ID: 663120302^23
Race: Amygdalan
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663120303^22
Tier III
ID: 663120303^23
Race: Amygdalan
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663120304^22
Tier IV
ID: 663120304^23
Race: Amygdalan
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 663120305^22
Tier V
ID: 663120305^23
Race: Amygdalan
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666000100^21
Apprentice Mercenaries (Gingerbread Man)
ID: 666000200^21
Journeyman Mercenaries (Gingerbread Man)
ID: 666000300^21
Master Mercenaries (Gingerbread Man)
ID: 666010101^22
Tier I
ID: 666010101^23
Race: Gingerbread Man
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666010102^22
Tier II
ID: 666010102^23
Race: Gingerbread Man
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666010103^22
Tier III
ID: 666010103^23
Race: Gingerbread Man
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666010104^22
Tier IV
ID: 666010104^23
Race: Gingerbread Man
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666010105^22
Tier V
ID: 666010105^23
Race: Gingerbread Man
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666010201^22
Tier I
ID: 666010201^23
Race: Gingerbread Man
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666010202^22
Tier II
ID: 666010202^23
Race: Gingerbread Man
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666010203^22
Tier III
ID: 666010203^23
Race: Gingerbread Man
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666010204^22
Tier IV
ID: 666010204^23
Race: Gingerbread Man
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666010205^22
Tier V
ID: 666010205^23
Race: Gingerbread Man
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666010301^22
Tier I
ID: 666010301^23
Race: Gingerbread Man
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666010302^22
Tier II
ID: 666010302^23
Race: Gingerbread Man
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666010303^22
Tier III
ID: 666010303^23
Race: Gingerbread Man
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666010304^22
Tier IV
ID: 666010304^23
Race: Gingerbread Man
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666010305^22
Tier V
ID: 666010305^23
Race: Gingerbread Man
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666020101^22
Tier I
ID: 666020101^23
Race: Gingerbread Man
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666020102^22
Tier II
ID: 666020102^23
Race: Gingerbread Man
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666020103^22
Tier III
ID: 666020103^23
Race: Gingerbread Man
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666020104^22
Tier IV
ID: 666020104^23
Race: Gingerbread Man
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666020105^22
Tier V
ID: 666020105^23
Race: Gingerbread Man
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666020201^22
Tier I
ID: 666020201^23
Race: Gingerbread Man
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666020202^22
Tier II
ID: 666020202^23
Race: Gingerbread Man
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666020203^22
Tier III
ID: 666020203^23
Race: Gingerbread Man
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666020204^22
Tier IV
ID: 666020204^23
Race: Gingerbread Man
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666020205^22
Tier V
ID: 666020205^23
Race: Gingerbread Man
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666020301^22
Tier I
ID: 666020301^23
Race: Gingerbread Man
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666020302^22
Tier II
ID: 666020302^23
Race: Gingerbread Man
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666020303^22
Tier III
ID: 666020303^23
Race: Gingerbread Man
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666020304^22
Tier IV
ID: 666020304^23
Race: Gingerbread Man
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666020305^22
Tier V
ID: 666020305^23
Race: Gingerbread Man
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666090101^22
Tier I
ID: 666090101^23
Race: Gingerbread Man
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666090102^22
Tier II
ID: 666090102^23
Race: Gingerbread Man
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666090103^22
Tier III
ID: 666090103^23
Race: Gingerbread Man
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666090104^22
Tier IV
ID: 666090104^23
Race: Gingerbread Man
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666090105^22
Tier V
ID: 666090105^23
Race: Gingerbread Man
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666090201^22
Tier I
ID: 666090201^23
Race: Gingerbread Man
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666090202^22
Tier II
ID: 666090202^23
Race: Gingerbread Man
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666090203^22
Tier III
ID: 666090203^23
Race: Gingerbread Man
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666090204^22
Tier IV
ID: 666090204^23
Race: Gingerbread Man
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666090205^22
Tier V
ID: 666090205^23
Race: Gingerbread Man
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666090301^22
Tier I
ID: 666090301^23
Race: Gingerbread Man
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666090302^22
Tier II
ID: 666090302^23
Race: Gingerbread Man
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666090303^22
Tier III
ID: 666090303^23
Race: Gingerbread Man
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666090304^22
Tier IV
ID: 666090304^23
Race: Gingerbread Man
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666090305^22
Tier V
ID: 666090305^23
Race: Gingerbread Man
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666120101^22
Tier I
ID: 666120101^23
Race: Gingerbread Man
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666120102^22
Tier II
ID: 666120102^23
Race: Gingerbread Man
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666120103^22
Tier III
ID: 666120103^23
Race: Gingerbread Man
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666120104^22
Tier IV
ID: 666120104^23
Race: Gingerbread Man
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666120105^22
Tier V
ID: 666120105^23
Race: Gingerbread Man
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666120201^22
Tier I
ID: 666120201^23
Race: Gingerbread Man
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666120202^22
Tier II
ID: 666120202^23
Race: Gingerbread Man
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666120203^22
Tier III
ID: 666120203^23
Race: Gingerbread Man
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666120204^22
Tier IV
ID: 666120204^23
Race: Gingerbread Man
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666120205^22
Tier V
ID: 666120205^23
Race: Gingerbread Man
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666120301^22
Tier I
ID: 666120301^23
Race: Gingerbread Man
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666120302^22
Tier II
ID: 666120302^23
Race: Gingerbread Man
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666120303^22
Tier III
ID: 666120303^23
Race: Gingerbread Man
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666120304^22
Tier IV
ID: 666120304^23
Race: Gingerbread Man
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 666120305^22
Tier V
ID: 666120305^23
Race: Gingerbread Man
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696000100^21
Apprentice Mercenaries (Swinetor)
ID: 696000200^21
Journeyman Mercenaries (Swinetor)
ID: 696000300^21
Master Mercenaries (Swinetor)
ID: 696010101^22
Tier I
ID: 696010101^23
Race: Swinetor
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696010102^22
Tier II
ID: 696010102^23
Race: Swinetor
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696010103^22
Tier III
ID: 696010103^23
Race: Swinetor
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696010104^22
Tier IV
ID: 696010104^23
Race: Swinetor
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696010105^22
Tier V
ID: 696010105^23
Race: Swinetor
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696010201^22
Tier I
ID: 696010201^23
Race: Swinetor
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696010202^22
Tier II
ID: 696010202^23
Race: Swinetor
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696010203^22
Tier III
ID: 696010203^23
Race: Swinetor
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696010204^22
Tier IV
ID: 696010204^23
Race: Swinetor
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696010205^22
Tier V
ID: 696010205^23
Race: Swinetor
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696010301^22
Tier I
ID: 696010301^23
Race: Swinetor
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696010302^22
Tier II
ID: 696010302^23
Race: Swinetor
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696010303^22
Tier III
ID: 696010303^23
Race: Swinetor
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696010304^22
Tier IV
ID: 696010304^23
Race: Swinetor
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696010305^22
Tier V
ID: 696010305^23
Race: Swinetor
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696020101^22
Tier I
ID: 696020101^23
Race: Swinetor
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696020102^22
Tier II
ID: 696020102^23
Race: Swinetor
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696020103^22
Tier III
ID: 696020103^23
Race: Swinetor
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696020104^22
Tier IV
ID: 696020104^23
Race: Swinetor
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696020105^22
Tier V
ID: 696020105^23
Race: Swinetor
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696020201^22
Tier I
ID: 696020201^23
Race: Swinetor
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696020202^22
Tier II
ID: 696020202^23
Race: Swinetor
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696020203^22
Tier III
ID: 696020203^23
Race: Swinetor
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696020204^22
Tier IV
ID: 696020204^23
Race: Swinetor
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696020205^22
Tier V
ID: 696020205^23
Race: Swinetor
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696020301^22
Tier I
ID: 696020301^23
Race: Swinetor
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696020302^22
Tier II
ID: 696020302^23
Race: Swinetor
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696020303^22
Tier III
ID: 696020303^23
Race: Swinetor
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696020304^22
Tier IV
ID: 696020304^23
Race: Swinetor
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696020305^22
Tier V
ID: 696020305^23
Race: Swinetor
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696090101^22
Tier I
ID: 696090101^23
Race: Swinetor
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696090102^22
Tier II
ID: 696090102^23
Race: Swinetor
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696090103^22
Tier III
ID: 696090103^23
Race: Swinetor
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696090104^22
Tier IV
ID: 696090104^23
Race: Swinetor
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696090105^22
Tier V
ID: 696090105^23
Race: Swinetor
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696090201^22
Tier I
ID: 696090201^23
Race: Swinetor
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696090202^22
Tier II
ID: 696090202^23
Race: Swinetor
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696090203^22
Tier III
ID: 696090203^23
Race: Swinetor
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696090204^22
Tier IV
ID: 696090204^23
Race: Swinetor
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696090205^22
Tier V
ID: 696090205^23
Race: Swinetor
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696090301^22
Tier I
ID: 696090301^23
Race: Swinetor
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696090302^22
Tier II
ID: 696090302^23
Race: Swinetor
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696090303^22
Tier III
ID: 696090303^23
Race: Swinetor
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696090304^22
Tier IV
ID: 696090304^23
Race: Swinetor
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696090305^22
Tier V
ID: 696090305^23
Race: Swinetor
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696120101^22
Tier I
ID: 696120101^23
Race: Swinetor
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696120102^22
Tier II
ID: 696120102^23
Race: Swinetor
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696120103^22
Tier III
ID: 696120103^23
Race: Swinetor
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696120104^22
Tier IV
ID: 696120104^23
Race: Swinetor
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696120105^22
Tier V
ID: 696120105^23
Race: Swinetor
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696120201^22
Tier I
ID: 696120201^23
Race: Swinetor
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696120202^22
Tier II
ID: 696120202^23
Race: Swinetor
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696120203^22
Tier III
ID: 696120203^23
Race: Swinetor
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696120204^22
Tier IV
ID: 696120204^23
Race: Swinetor
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696120205^22
Tier V
ID: 696120205^23
Race: Swinetor
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696120301^22
Tier I
ID: 696120301^23
Race: Swinetor
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696120302^22
Tier II
ID: 696120302^23
Race: Swinetor
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696120303^22
Tier III
ID: 696120303^23
Race: Swinetor
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696120304^22
Tier IV
ID: 696120304^23
Race: Swinetor
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 696120305^22
Tier V
ID: 696120305^23
Race: Swinetor
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698000100^21
Apprentice Mercenaries (Hadal)
ID: 698000200^21
Journeyman Mercenaries (Hadal)
ID: 698000300^21
Master Mercenaries (Hadal)
ID: 698010101^22
Tier I
ID: 698010101^23
Race: Hadal
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698010102^22
Tier II
ID: 698010102^23
Race: Hadal
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698010103^22
Tier III
ID: 698010103^23
Race: Hadal
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698010104^22
Tier IV
ID: 698010104^23
Race: Hadal
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698010105^22
Tier V
ID: 698010105^23
Race: Hadal
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698010201^22
Tier I
ID: 698010201^23
Race: Hadal
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698010202^22
Tier II
ID: 698010202^23
Race: Hadal
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698010203^22
Tier III
ID: 698010203^23
Race: Hadal
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698010204^22
Tier IV
ID: 698010204^23
Race: Hadal
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698010205^22
Tier V
ID: 698010205^23
Race: Hadal
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698010301^22
Tier I
ID: 698010301^23
Race: Hadal
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698010302^22
Tier II
ID: 698010302^23
Race: Hadal
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698010303^22
Tier III
ID: 698010303^23
Race: Hadal
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698010304^22
Tier IV
ID: 698010304^23
Race: Hadal
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698010305^22
Tier V
ID: 698010305^23
Race: Hadal
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698020101^22
Tier I
ID: 698020101^23
Race: Hadal
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698020102^22
Tier II
ID: 698020102^23
Race: Hadal
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698020103^22
Tier III
ID: 698020103^23
Race: Hadal
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698020104^22
Tier IV
ID: 698020104^23
Race: Hadal
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698020105^22
Tier V
ID: 698020105^23
Race: Hadal
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698020201^22
Tier I
ID: 698020201^23
Race: Hadal
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698020202^22
Tier II
ID: 698020202^23
Race: Hadal
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698020203^22
Tier III
ID: 698020203^23
Race: Hadal
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698020204^22
Tier IV
ID: 698020204^23
Race: Hadal
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698020205^22
Tier V
ID: 698020205^23
Race: Hadal
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698020301^22
Tier I
ID: 698020301^23
Race: Hadal
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698020302^22
Tier II
ID: 698020302^23
Race: Hadal
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698020303^22
Tier III
ID: 698020303^23
Race: Hadal
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698020304^22
Tier IV
ID: 698020304^23
Race: Hadal
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698020305^22
Tier V
ID: 698020305^23
Race: Hadal
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698090101^22
Tier I
ID: 698090101^23
Race: Hadal
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698090102^22
Tier II
ID: 698090102^23
Race: Hadal
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698090103^22
Tier III
ID: 698090103^23
Race: Hadal
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698090104^22
Tier IV
ID: 698090104^23
Race: Hadal
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698090105^22
Tier V
ID: 698090105^23
Race: Hadal
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698090201^22
Tier I
ID: 698090201^23
Race: Hadal
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698090202^22
Tier II
ID: 698090202^23
Race: Hadal
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698090203^22
Tier III
ID: 698090203^23
Race: Hadal
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698090204^22
Tier IV
ID: 698090204^23
Race: Hadal
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698090205^22
Tier V
ID: 698090205^23
Race: Hadal
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698090301^22
Tier I
ID: 698090301^23
Race: Hadal
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698090302^22
Tier II
ID: 698090302^23
Race: Hadal
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698090303^22
Tier III
ID: 698090303^23
Race: Hadal
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698090304^22
Tier IV
ID: 698090304^23
Race: Hadal
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698090305^22
Tier V
ID: 698090305^23
Race: Hadal
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698120101^22
Tier I
ID: 698120101^23
Race: Hadal
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698120102^22
Tier II
ID: 698120102^23
Race: Hadal
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698120103^22
Tier III
ID: 698120103^23
Race: Hadal
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698120104^22
Tier IV
ID: 698120104^23
Race: Hadal
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698120105^22
Tier V
ID: 698120105^23
Race: Hadal
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698120201^22
Tier I
ID: 698120201^23
Race: Hadal
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698120202^22
Tier II
ID: 698120202^23
Race: Hadal
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698120203^22
Tier III
ID: 698120203^23
Race: Hadal
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698120204^22
Tier IV
ID: 698120204^23
Race: Hadal
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698120205^22
Tier V
ID: 698120205^23
Race: Hadal
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698120301^22
Tier I
ID: 698120301^23
Race: Hadal
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698120302^22
Tier II
ID: 698120302^23
Race: Hadal
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698120303^22
Tier III
ID: 698120303^23
Race: Hadal
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698120304^22
Tier IV
ID: 698120304^23
Race: Hadal
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 698120305^22
Tier V
ID: 698120305^23
Race: Hadal
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 708000100^21
Apprentice Mercenaries (Alaran Spirit)
ID: 708000200^21
Journeyman Mercenaries (Alaran Spirit)
ID: 708000300^21
Master Mercenaries (Alaran Spirit)
ID: 708010101^22
Tier I
ID: 708010101^23
Race: Alaran Spirit
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in
ID: 708010102^22
Tier II
ID: 708010102^23
Race: Alaran Spirit
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities use
ID: 708010103^22
Tier III
ID: 708010103^23
Race: Alaran Spirit
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities u
ID: 708010104^22
Tier IV
ID: 708010104^23
Race: Alaran Spirit
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abili
ID: 708010105^22
Tier V
ID: 708010105^23
Race: Alaran Spirit
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abiliti
ID: 708010201^22
Tier I
ID: 708010201^23
Race: Alaran Spirit
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities
ID: 708010202^22
Tier II
ID: 708010202^23
Race: Alaran Spirit
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilit
ID: 708010203^22
Tier III
ID: 708010203^23
Race: Alaran Spirit
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abil
ID: 708010204^22
Tier IV
ID: 708010204^23
Race: Alaran Spirit
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills an
ID: 708010205^22
Tier V
ID: 708010205^23
Race: Alaran Spirit
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and
ID: 708010301^22
Tier I
ID: 708010301^23
Race: Alaran Spirit
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in thei
ID: 708010302^22
Tier II
ID: 708010302^23
Race: Alaran Spirit
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in
ID: 708010303^22
Tier III
ID: 708010303^23
Race: Alaran Spirit
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used i
ID: 708010304^22
Tier IV
ID: 708010304^23
Race: Alaran Spirit
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities
ID: 708010305^22
Tier V
ID: 708010305^23
Race: Alaran Spirit
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities us
ID: 708020101^22
Tier I
ID: 708020101^23
Race: Alaran Spirit
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used i
ID: 708020102^22
Tier II
ID: 708020102^23
Race: Alaran Spirit
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills us
ID: 708020103^22
Tier III
ID: 708020103^23
Race: Alaran Spirit
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills
ID: 708020104^22
Tier IV
ID: 708020104^23
Race: Alaran Spirit
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and s
ID: 708020105^22
Tier V
ID: 708020105^23
Race: Alaran Spirit
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and ski
ID: 708020201^22
Tier I
ID: 708020201^23
Race: Alaran Spirit
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills
ID: 708020202^22
Tier II
ID: 708020202^23
Race: Alaran Spirit
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and sk
ID: 708020203^22
Tier III
ID: 708020203^23
Race: Alaran Spirit
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and
ID: 708020204^22
Tier IV
ID: 708020204^23
Race: Alaran Spirit
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spell
ID: 708020205^22
Tier V
ID: 708020205^23
Race: Alaran Spirit
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells
ID: 708020301^22
Tier I
ID: 708020301^23
Race: Alaran Spirit
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in the
ID: 708020302^22
Tier II
ID: 708020302^23
Race: Alaran Spirit
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in
ID: 708020303^22
Tier III
ID: 708020303^23
Race: Alaran Spirit
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used
ID: 708020304^22
Tier IV
ID: 708020304^23
Race: Alaran Spirit
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills
ID: 708020305^22
Tier V
ID: 708020305^23
Race: Alaran Spirit
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills u
ID: 708090101^22
Tier I
ID: 708090101^23
Race: Alaran Spirit
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abili
ID: 708090102^22
Tier II
ID: 708090102^23
Race: Alaran Spirit
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and a
ID: 708090103^22
Tier III
ID: 708090103^23
Race: Alaran Spirit
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and
ID: 708090104^22
Tier IV
ID: 708090104^23
Race: Alaran Spirit
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skil
ID: 708090105^22
Tier V
ID: 708090105^23
Race: Alaran Spirit
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills
ID: 708090201^22
Tier I
ID: 708090201^23
Race: Alaran Spirit
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills an
ID: 708090202^22
Tier II
ID: 708090202^23
Race: Alaran Spirit
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skill
ID: 708090203^22
Tier III
ID: 708090203^23
Race: Alaran Spirit
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential ski
ID: 708090204^22
Tier IV
ID: 708090204^23
Race: Alaran Spirit
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of t
ID: 708090205^22
Tier V
ID: 708090205^23
Race: Alaran Spirit
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the
ID: 708090301^22
Tier I
ID: 708090301^23
Race: Alaran Spirit
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities
ID: 708090302^22
Tier II
ID: 708090302^23
Race: Alaran Spirit
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilit
ID: 708090303^22
Tier III
ID: 708090303^23
Race: Alaran Spirit
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abil
ID: 708090304^22
Tier IV
ID: 708090304^23
Race: Alaran Spirit
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills an
ID: 708090305^22
Tier V
ID: 708090305^23
Race: Alaran Spirit
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and
ID: 708120101^22
Tier I
ID: 708120101^23
Race: Alaran Spirit
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills
ID: 708120102^22
Tier II
ID: 708120102^23
Race: Alaran Spirit
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and sk
ID: 708120103^22
Tier III
ID: 708120103^23
Race: Alaran Spirit
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and
ID: 708120104^22
Tier IV
ID: 708120104^23
Race: Alaran Spirit
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spell
ID: 708120105^22
Tier V
ID: 708120105^23
Race: Alaran Spirit
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells
ID: 708120201^22
Tier I
ID: 708120201^23
Race: Alaran Spirit
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and
ID: 708120202^22
Tier II
ID: 708120202^23
Race: Alaran Spirit
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells
ID: 708120203^22
Tier III
ID: 708120203^23
Race: Alaran Spirit
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spel
ID: 708120204^22
Tier IV
ID: 708120204^23
Race: Alaran Spirit
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of th
ID: 708120205^22
Tier V
ID: 708120205^23
Race: Alaran Spirit
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the
ID: 708120301^22
Tier I
ID: 708120301^23
Race: Alaran Spirit
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used
ID: 708120302^22
Tier II
ID: 708120302^23
Race: Alaran Spirit
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills
ID: 708120303^22
Tier III
ID: 708120303^23
Race: Alaran Spirit
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skill
ID: 708120304^22
Tier IV
ID: 708120304^23
Race: Alaran Spirit
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and
ID: 708120305^22
Tier V
ID: 708120305^23
Race: Alaran Spirit
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and s
ID: 719000100^21
Apprentice Mercenaries (Skeletal Knight)
ID: 719000200^21
Journeyman Mercenaries (Skeletal Knight)
ID: 719000300^21
Master Mercenaries (Skeletal Knight)
ID: 719010101^22
Tier I
ID: 719010101^23
Race: Skeletal Knight
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in
ID: 719010102^22
Tier II
ID: 719010102^23
Race: Skeletal Knight
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities use
ID: 719010103^22
Tier III
ID: 719010103^23
Race: Skeletal Knight
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities u
ID: 719010104^22
Tier IV
ID: 719010104^23
Race: Skeletal Knight
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abili
ID: 719010105^22
Tier V
ID: 719010105^23
Race: Skeletal Knight
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abiliti
ID: 719010201^22
Tier I
ID: 719010201^23
Race: Skeletal Knight
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities
ID: 719010202^22
Tier II
ID: 719010202^23
Race: Skeletal Knight
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilit
ID: 719010203^22
Tier III
ID: 719010203^23
Race: Skeletal Knight
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abil
ID: 719010204^22
Tier IV
ID: 719010204^23
Race: Skeletal Knight
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills an
ID: 719010205^22
Tier V
ID: 719010205^23
Race: Skeletal Knight
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and
ID: 719010301^22
Tier I
ID: 719010301^23
Race: Skeletal Knight
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in thei
ID: 719010302^22
Tier II
ID: 719010302^23
Race: Skeletal Knight
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in
ID: 719010303^22
Tier III
ID: 719010303^23
Race: Skeletal Knight
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used i
ID: 719010304^22
Tier IV
ID: 719010304^23
Race: Skeletal Knight
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities
ID: 719010305^22
Tier V
ID: 719010305^23
Race: Skeletal Knight
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities us
ID: 719020101^22
Tier I
ID: 719020101^23
Race: Skeletal Knight
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used i
ID: 719020102^22
Tier II
ID: 719020102^23
Race: Skeletal Knight
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills us
ID: 719020103^22
Tier III
ID: 719020103^23
Race: Skeletal Knight
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills
ID: 719020104^22
Tier IV
ID: 719020104^23
Race: Skeletal Knight
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and s
ID: 719020105^22
Tier V
ID: 719020105^23
Race: Skeletal Knight
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and ski
ID: 719020201^22
Tier I
ID: 719020201^23
Race: Skeletal Knight
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills
ID: 719020202^22
Tier II
ID: 719020202^23
Race: Skeletal Knight
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and sk
ID: 719020203^22
Tier III
ID: 719020203^23
Race: Skeletal Knight
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and
ID: 719020204^22
Tier IV
ID: 719020204^23
Race: Skeletal Knight
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spell
ID: 719020205^22
Tier V
ID: 719020205^23
Race: Skeletal Knight
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells
ID: 719020301^22
Tier I
ID: 719020301^23
Race: Skeletal Knight
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in the
ID: 719020302^22
Tier II
ID: 719020302^23
Race: Skeletal Knight
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in
ID: 719020303^22
Tier III
ID: 719020303^23
Race: Skeletal Knight
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used
ID: 719020304^22
Tier IV
ID: 719020304^23
Race: Skeletal Knight
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills
ID: 719020305^22
Tier V
ID: 719020305^23
Race: Skeletal Knight
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills u
ID: 719090101^22
Tier I
ID: 719090101^23
Race: Skeletal Knight
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abili
ID: 719090102^22
Tier II
ID: 719090102^23
Race: Skeletal Knight
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and a
ID: 719090103^22
Tier III
ID: 719090103^23
Race: Skeletal Knight
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and
ID: 719090104^22
Tier IV
ID: 719090104^23
Race: Skeletal Knight
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skil
ID: 719090105^22
Tier V
ID: 719090105^23
Race: Skeletal Knight
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills
ID: 719090201^22
Tier I
ID: 719090201^23
Race: Skeletal Knight
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills an
ID: 719090202^22
Tier II
ID: 719090202^23
Race: Skeletal Knight
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skill
ID: 719090203^22
Tier III
ID: 719090203^23
Race: Skeletal Knight
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential ski
ID: 719090204^22
Tier IV
ID: 719090204^23
Race: Skeletal Knight
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of t
ID: 719090205^22
Tier V
ID: 719090205^23
Race: Skeletal Knight
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the
ID: 719090301^22
Tier I
ID: 719090301^23
Race: Skeletal Knight
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities
ID: 719090302^22
Tier II
ID: 719090302^23
Race: Skeletal Knight
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilit
ID: 719090303^22
Tier III
ID: 719090303^23
Race: Skeletal Knight
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abil
ID: 719090304^22
Tier IV
ID: 719090304^23
Race: Skeletal Knight
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills an
ID: 719090305^22
Tier V
ID: 719090305^23
Race: Skeletal Knight
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and
ID: 719120101^22
Tier I
ID: 719120101^23
Race: Skeletal Knight
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills
ID: 719120102^22
Tier II
ID: 719120102^23
Race: Skeletal Knight
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and sk
ID: 719120103^22
Tier III
ID: 719120103^23
Race: Skeletal Knight
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and
ID: 719120104^22
Tier IV
ID: 719120104^23
Race: Skeletal Knight
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spell
ID: 719120105^22
Tier V
ID: 719120105^23
Race: Skeletal Knight
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells
ID: 719120201^22
Tier I
ID: 719120201^23
Race: Skeletal Knight
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and
ID: 719120202^22
Tier II
ID: 719120202^23
Race: Skeletal Knight
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells
ID: 719120203^22
Tier III
ID: 719120203^23
Race: Skeletal Knight
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spel
ID: 719120204^22
Tier IV
ID: 719120204^23
Race: Skeletal Knight
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of th
ID: 719120205^22
Tier V
ID: 719120205^23
Race: Skeletal Knight
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the
ID: 719120301^22
Tier I
ID: 719120301^23
Race: Skeletal Knight
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used
ID: 719120302^22
Tier II
ID: 719120302^23
Race: Skeletal Knight
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills
ID: 719120303^22
Tier III
ID: 719120303^23
Race: Skeletal Knight
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skill
ID: 719120304^22
Tier IV
ID: 719120304^23
Race: Skeletal Knight
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and
ID: 719120305^22
Tier V
ID: 719120305^23
Race: Skeletal Knight
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and s
ID: 1458000100^21
Apprentice Mercenaries (Rallosian Orc)
ID: 1458000200^21
Journeyman Mercenaries (Rallosian Orc)
ID: 1458000300^21
Master Mercenaries (Rallosian Orc)
ID: 1458010101^22
Tier I
ID: 1458010101^23
Race: Rallosian Orc
Type: Tank
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice tank of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458010102^22
Tier II
ID: 1458010102^23
Race: Rallosian Orc
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice tank of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458010103^22
Tier III
ID: 1458010103^23
Race: Rallosian Orc
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice tank of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458010104^22
Tier IV
ID: 1458010104^23
Race: Rallosian Orc
Type: Tank
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice tank of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458010105^22
Tier V
ID: 1458010105^23
Race: Rallosian Orc
Type: Tank
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice tank of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458010201^22
Tier I
ID: 1458010201^23
Race: Rallosian Orc
Type: Tank
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman tank of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458010202^22
Tier II
ID: 1458010202^23
Race: Rallosian Orc
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman tank of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458010203^22
Tier III
ID: 1458010203^23
Race: Rallosian Orc
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman tank of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458010204^22
Tier IV
ID: 1458010204^23
Race: Rallosian Orc
Type: Tank
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman tank of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458010205^22
Tier V
ID: 1458010205^23
Race: Rallosian Orc
Type: Tank
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman tank of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458010301^22
Tier I
ID: 1458010301^23
Race: Rallosian Orc
Type: Tank
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master tank of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458010302^22
Tier II
ID: 1458010302^23
Race: Rallosian Orc
Type: Tank
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master tank of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458010303^22
Tier III
ID: 1458010303^23
Race: Rallosian Orc
Type: Tank
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master tank of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458010304^22
Tier IV
ID: 1458010304^23
Race: Rallosian Orc
Type: Tank
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master tank of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458010305^22
Tier V
ID: 1458010305^23
Race: Rallosian Orc
Type: Tank
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master tank of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458020101^22
Tier I
ID: 1458020101^23
Race: Rallosian Orc
Type: Healer
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice healer of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458020102^22
Tier II
ID: 1458020102^23
Race: Rallosian Orc
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice healer of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458020103^22
Tier III
ID: 1458020103^23
Race: Rallosian Orc
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice healer of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458020104^22
Tier IV
ID: 1458020104^23
Race: Rallosian Orc
Type: Healer
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice healer of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458020105^22
Tier V
ID: 1458020105^23
Race: Rallosian Orc
Type: Healer
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice healer of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458020201^22
Tier I
ID: 1458020201^23
Race: Rallosian Orc
Type: Healer
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman healer of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458020202^22
Tier II
ID: 1458020202^23
Race: Rallosian Orc
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman healer of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458020203^22
Tier III
ID: 1458020203^23
Race: Rallosian Orc
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman healer of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458020204^22
Tier IV
ID: 1458020204^23
Race: Rallosian Orc
Type: Healer
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman healer of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458020205^22
Tier V
ID: 1458020205^23
Race: Rallosian Orc
Type: Healer
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman healer of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458020301^22
Tier I
ID: 1458020301^23
Race: Rallosian Orc
Type: Healer
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master healer of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458020302^22
Tier II
ID: 1458020302^23
Race: Rallosian Orc
Type: Healer
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master healer of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458020303^22
Tier III
ID: 1458020303^23
Race: Rallosian Orc
Type: Healer
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master healer of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458020304^22
Tier IV
ID: 1458020304^23
Race: Rallosian Orc
Type: Healer
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master healer of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458020305^22
Tier V
ID: 1458020305^23
Race: Rallosian Orc
Type: Healer
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master healer of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458090101^22
Tier I
ID: 1458090101^23
Race: Rallosian Orc
Type: Melee Damage
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice assassin of the first tier who exhibits a basic proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458090102^22
Tier II
ID: 1458090102^23
Race: Rallosian Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice assassin of the second tier who exhibits a basic proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458090103^22
Tier III
ID: 1458090103^23
Race: Rallosian Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice assassin of the third tier who exhibits a basic proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458090104^22
Tier IV
ID: 1458090104^23
Race: Rallosian Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice assassin of the fourth tier who exhibits a basic proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458090105^22
Tier V
ID: 1458090105^23
Race: Rallosian Orc
Type: Melee Damage
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice assassin of the fifth tier who exhibits a basic proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458090201^22
Tier I
ID: 1458090201^23
Race: Rallosian Orc
Type: Melee Damage
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman assassin of the first tier who exhibits an intermediate proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458090202^22
Tier II
ID: 1458090202^23
Race: Rallosian Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman assassin of the second tier who exhibits an intermediate proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458090203^22
Tier III
ID: 1458090203^23
Race: Rallosian Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman assassin of the third tier who exhibits an intermediate proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458090204^22
Tier IV
ID: 1458090204^23
Race: Rallosian Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman assassin of the fourth tier who exhibits an intermediate proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458090205^22
Tier V
ID: 1458090205^23
Race: Rallosian Orc
Type: Melee Damage
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman assassin of the fifth tier who exhibits an intermediate proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458090301^22
Tier I
ID: 1458090301^23
Race: Rallosian Orc
Type: Melee Damage
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master assassin of the first tier who exhibits an advanced proficiency in the critical skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458090302^22
Tier II
ID: 1458090302^23
Race: Rallosian Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master assassin of the second tier who exhibits an advanced proficiency in the crucial skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458090303^22
Tier III
ID: 1458090303^23
Race: Rallosian Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master assassin of the third tier who exhibits an advanced proficiency in the essential skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458090304^22
Tier IV
ID: 1458090304^23
Race: Rallosian Orc
Type: Melee Damage
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master assassin of the fourth tier who exhibits an advanced proficiency in the majority of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458090305^22
Tier V
ID: 1458090305^23
Race: Rallosian Orc
Type: Melee Damage
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master assassin of the fifth tier who exhibits an advanced proficiency in the full array of the skills and abilities used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458120101^22
Tier I
ID: 1458120101^23
Race: Rallosian Orc
Type: Damage Caster
Confidence: Low
Proficiency: Apprentice, Tier I
Description: The mercenary you will be assigned is an apprentice caster of the first tier who exhibits a basic proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess no formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458120102^22
Tier II
ID: 1458120102^23
Race: Rallosian Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier II
Description: The mercenary you will be assigned is an apprentice caster of the second tier who exhibits a basic proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess limited formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an extension of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458120103^22
Tier III
ID: 1458120103^23
Race: Rallosian Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier III
Description: The mercenary you will be assigned is an apprentice caster of the third tier who exhibits a basic proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess basic formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458120104^22
Tier IV
ID: 1458120104^23
Race: Rallosian Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Apprentice, Tier IV
Description: The mercenary you will be assigned is an apprentice caster of the fourth tier who exhibits a basic proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess intermediate formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458120105^22
Tier V
ID: 1458120105^23
Race: Rallosian Orc
Type: Damage Caster
Confidence: High
Proficiency: Apprentice, Tier V
Description: The mercenary you will be assigned is an apprentice caster of the fifth tier who exhibits a basic proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have no field experience and possess advanced formal apprentice-level education, two factors that play a critical role in defining the mercenary's confidence level and frequent tendency to flee during moderately challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their apprenticeship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458120201^22
Tier I
ID: 1458120201^23
Race: Rallosian Orc
Type: Damage Caster
Confidence: Low
Proficiency: Journeyman, Tier I
Description: The mercenary you will be assigned is a journeyman caster of the first tier who exhibits an intermediate proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess no formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458120202^22
Tier II
ID: 1458120202^23
Race: Rallosian Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier II
Description: The mercenary you will be assigned is a journeyman caster of the second tier who exhibits an intermediate proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess limited formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an extension of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458120203^22
Tier III
ID: 1458120203^23
Race: Rallosian Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier III
Description: The mercenary you will be assigned is a journeyman caster of the third tier who exhibits an intermediate proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess basic formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458120204^22
Tier IV
ID: 1458120204^23
Race: Rallosian Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Journeyman, Tier IV
Description: The mercenary you will be assigned is a journeyman caster of the fourth tier who exhibits an intermediate proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess intermediate formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458120205^22
Tier V
ID: 1458120205^23
Race: Rallosian Orc
Type: Damage Caster
Confidence: High
Proficiency: Journeyman, Tier V
Description: The mercenary you will be assigned is a journeyman caster of the fifth tier who exhibits an intermediate proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have basic field experience and possess advanced formal journeyman-level education, two factors that play a critical role in defining the mercenary's confidence level and typical tendency to flee during very challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their journeymanship and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458120301^22
Tier I
ID: 1458120301^23
Race: Rallosian Orc
Type: Damage Caster
Confidence: Low
Proficiency: Master, Tier I
Description: The mercenary you will be assigned is a master caster of the first tier who exhibits an advanced proficiency in the critical spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess no formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an official introduction to their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458120302^22
Tier II
ID: 1458120302^23
Race: Rallosian Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier II
Description: The mercenary you will be assigned is a master caster of the second tier who exhibits an advanced proficiency in the crucial spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess limited formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an extension of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458120303^22
Tier III
ID: 1458120303^23
Race: Rallosian Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier III
Description: The mercenary you will be assigned is a master caster of the third tier who exhibits an advanced proficiency in the essential spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess basic formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as a continuation of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458120304^22
Tier IV
ID: 1458120304^23
Race: Rallosian Orc
Type: Damage Caster
Confidence: Medium
Proficiency: Master, Tier IV
Description: The mercenary you will be assigned is a master caster of the fourth tier who exhibits an advanced proficiency in the majority of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess intermediate formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as an advancement of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 1458120305^22
Tier V
ID: 1458120305^23
Race: Rallosian Orc
Type: Damage Caster
Confidence: High
Proficiency: Master, Tier V
Description: The mercenary you will be assigned is a master caster of the fifth tier who exhibits an advanced proficiency in the full array of the spells and skills used in their profession. Typically, this classification consists of mercenaries that have advanced field experience and possess advanced formal master-level education, two factors that play a critical role in defining the mercenary's confidence level and occasional tendency to flee during extremely challenging encounters. .
The mercenary's appointment to you will serve as the finalization of their mastership and the contractual, monetary obligations associated with the mercenary's services are commensurate with their experience.
ID: 0^0